Mud*_*aju 6 c++ collision-detection ios cocos2d-x
我试图在Cocos2d-x中移植像素完美碰撞检测,原始版本是为Cocos2D制作的,可以在这里找到:http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection -使用色混/
这是我的Cocos2d-x版本的代码
bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) {
bool isColliding = false;
CCRect intersection;
CCRect r1 = spr1->boundingBox();
CCRect r2 = spr2->boundingBox();
intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0);
intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX());
intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY());
// Look for simple bounding box collision
if ( (intersection.size.width>0) && (intersection.size.height>0) ) {
// If we're not checking for pixel perfect collisions, return true
if (!pp) {
return true;
}
unsigned int x = intersection.origin.x;
unsigned int y = intersection.origin.y;
unsigned int w = intersection.size.width;
unsigned int h = intersection.size.height;
unsigned int numPixels = w * h;
//CCLog("Intersection X and Y %d, %d", x, y);
//CCLog("Number of pixels %d", numPixels);
// Draw into the RenderTexture
_rt->beginWithClear( 0, 0, 0, 0);
// Render both sprites: first one in RED and second one in GREEN
glColorMask(1, 0, 0, 1);
spr1->visit();
glColorMask(0, 1, 0, 1);
spr2->visit();
glColorMask(1, 1, 1, 1);
// Get color values of intersection area
ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels );
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
_rt->end();
// Read buffer
unsigned int step = 1;
for(unsigned int i=0; i 0 && color.g > 0) {
isColliding = true;
break;
}
}
// Free buffer memory
free(buffer);
}
return isColliding;
}
如果我将"pp"参数发送为false,我的代码将完美运行.也就是说,如果我做的只是一个边框碰撞,但我不能让它正常工作的情况下,当我需要像素完美碰撞.我认为opengl掩码代码没有按照我的意图运行.
这是"_rt"的代码
_rt = CCRenderTexture::create(visibleSize.width, visibleSize.height);
_rt->setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f));
this->addChild(_rt, 1000000);
_rt->setVisible(true); //For testing
我认为我在执行这个CCRenderTexture时犯了一个错误
任何人都可以指导我做错的事吗?
感谢您的时间 :)
小智 1
您没有正确单步通过缓冲区。
// Read buffer
unsigned int step = 1;
for(unsigned int i=0; i<numPixels; i+=step)
{
ccColor4B color = buffer;
if (color.r > 0 && color.g > 0)
{
isCollision = YES;
break;
}
}
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