Box2D debug test - cocos2d-iphone

I have a problem with Box2d. I created an object (circle) in the center of the screen that rotates to see if I set Box2d well, following the tutorial that I found on internet. The problem is that the circle is created, but I can't rotate despite I followed exactly the tutorial found on internet. This is the code:
file .h:
b2World * _world;
GLESDebugDraw * _debugDraw;
file .mm:
-(void)setupWorld {
b2Vec2 gravity = b2Vec2(0.0f, 0.0f);
bool doSleep = false;
_world = new b2World(gravity, doSleep);
}
-(void)setupDebugDraw {
_debugDraw = new GLESDebugDraw(PTM_RATIO*[[CCDirector sharedDirector] contentScaleFactor]);
_world->SetDebugDraw(_debugDraw);
_debugDraw->SetFlags(b2DebugDraw::e_shapeBit |b2DebugDraw::e_jointBit);
}
-(void)testBox2D {
CGSize winSize = [CCDirector sharedDirector].winSize;
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position = b2Vec2(winSize.width/2/PTM_RATIO,winSize.height/2/PTM_RATIO);
b2Body *body = _world->CreateBody(&bodyDef);
b2CircleShape circleShape;
circleShape.m_radius = 25.0/PTM_RATIO;
b2FixtureDef fixtureDef;
fixtureDef.shape = &circleShape;
fixtureDef.density = 1.0;
body->CreateFixture(&fixtureDef);
body->ApplyAngularImpulse(0.01);
}
-(void)updateBox2D:(ccTime)dt {
_world->Step(dt, 1, 1);
[self updateBox2D:dt];
}
-(void) draw {
glDisable(GL_TEXTURE_2D); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY);
_world->DrawDebugData();
glEnable(GL_TEXTURE_2D); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}

in init:
[self setupWorld];
[self setupDebugDraw];
[self testBox2D];

Two problems:
Are you recursively calling updateBox2D? This looks like an infinite loop to me, and I'm surprised that it's not crashing your application.
Instead, you should only call your world's step once (or a few times depending on how you've setup your time step) during your CCScene tick method.
Your next problem is that you're applying a small impulse to your body, but it is only a one-time impulse... Angular impulses are still affected by damping, so the body will not rotate indefinitely by default. To keep your body rotating, you need to set the angular damping to zero:
bodyDef.angularDamping = 0.0f;

Related

TimeStep do not iterate | Box2D

i am getting back to box2d after many years of absence and thought to start from zero. on top of that decided to work with the C++ version this time (in the past worked with the Javascript version)
For a reason the very first program described in box2d.org does not run properly. When i compile it i do not get any errors however the result is wrong.
The result is 0.00 4.00 0.00 and remains as such.
But with each iteration of timestep, the position.y should decrease (position.x and angle should remain the same)
#include "include/box2d/box2d.h"
#include <iostream>
#include <stdio.h>
int main(){
b2Vec2 gravity(0.0f, -10.0f); // define the gravity vector
b2World world(gravity); //create the world object
//Creating static Ground Body
b2BodyDef groundBodyDef; //body definition
groundBodyDef.position.Set(0.0f, -10.0f);
b2Body* groundBody = world.CreateBody(&groundBodyDef); // body definition is passed to the world object to create the ground body
b2PolygonShape groundBox; //create a ground polygon.
groundBox.SetAsBox(50.0f, 10.0f); //We use the SetAsBox shortcut to form the ground polygon into a box shape
groundBody->CreateFixture(&groundBox, 0.0f); //creating the shape fixture
//Creating Dynamic Body
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody; //By default bodies are static, so we should set the b2BodyType at construction time to make the body dynamic
bodyDef.position.Set(0.0f, 4.0f);
b2Body* body = world.CreateBody(&bodyDef);
b2PolygonShape dynamicBox; //create a box shap
dynamicBox.SetAsBox(1.0f, 1.0f);
//A dynamic body should have at least one fixture with a non-zero density. Otherwise you will get strange behavior.
b2FixtureDef fixtureDef; // fixture definition using the box
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
float timeStep = 1.0f / 60.0f; //Integrators simulate the physics equations at discrete points of time -> ie timeStep
int32 velocityIterations = 6;
int32 positionIterations = 2;
for (int32 i = 0; i < 60; ++i) {
world.Step(timeStep, velocityIterations, positionIterations);
b2Vec2 position = body->GetPosition();
float angle = body->GetAngle();
printf("%4.2f %4.2f %4.2f\n", position.x, position.y, angle);
}
//return 0;
}
Apologies for the noobie question, but cannot find my mistake. i almost copy paste everything!
I actually forgot to include body->CreateFixture(&fixtureDef);

Box2D ContactListener Not Detecting Collision

I am trying to detect a collision between a static body and a kinematic body using the b2ContactListener class but my code is not detecting a collision between my two fixtures. I placed an EdgeShape at the top of my kinematic body and made it a fixture to detect a collision with my static body fixture. I am using SFML to draw to the screen and detect keyboard events.
Here is my main function:
int main()
{
Vector2f resolution;
resolution.x = VideoMode::getDesktopMode().width;
resolution.y = VideoMode::getDesktopMode().height;
RenderWindow window(VideoMode(resolution.x, resolution.y),
"Box2D Test", Style::Fullscreen);
Vector2f staticRectSize(100.0f, 20.0f);
Vector2f kinematicRectSize(40.0f, 20.0f);
Event keyBoardEvent;
b2Vec2 gravity(0.0f, 0.0f);
b2World world(gravity);
// Creating static body and fixture
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(100.0f, 150.0f);
b2Body* groundBody = world.CreateBody(&groundBodyDef);
b2PolygonShape groundBox;
groundBox.SetAsBox(50.0f, 10.0f);
groundBody->CreateFixture(&groundBox, 0.0f);
// Creating kinematic body and fixture
b2BodyDef bodyDef;
bodyDef.type = b2_kinematicBody;
bodyDef.position.Set(125.0f, 700.0f);
b2Body* body = world.CreateBody(&bodyDef);
b2PolygonShape kinematicBox;
kinematicBox.SetAsBox(20.0f, 10.0f);
b2FixtureDef fixtureDef;
fixtureDef.shape = &kinematicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
// world.Step inputs
float32 timeStep = 1.0f / 60.0f;
int32 velocityIterations = 6;
int32 positionIterations = 2;
RectangleShape staticRect(staticRectSize);
RectangleShape dynamicRect(kinematicRectSize);
b2Vec2 staticPosition = groundBody->GetPosition();
staticRect.setPosition(staticPosition.x, staticPosition.y);
b2Vec2 dynamicPosition = body->GetPosition();
// Creating EdgeShape
b2EdgeShape top;
top.Set(b2Vec2(dynamicPosition.x, dynamicPosition.y), b2Vec2(dynamicPosition.x + 40.0, dynamicPosition.y));
fixtureDef.shape = &top;
fixtureDef.isSensor = true;
body->CreateFixture(&fixtureDef)->SetUserData("top collision");
// Creating an instance of myContactListener class
myContactListener contactListener;
world.SetContactListener(&contactListener);
while (window.isOpen())
{
world.Step(timeStep, velocityIterations, positionIterations);
dynamicPosition = body->GetPosition();
dynamicRect.setPosition(dynamicPosition.x, dynamicPosition.y);
while (window.pollEvent(keyBoardEvent))
{
if (keyBoardEvent.type == Event::KeyPressed)
{
if (keyBoardEvent.key.code == Keyboard::W)
{
body->SetLinearVelocity(b2Vec2(0, -10));
}
...
window.clear();
window.draw(staticRect);
window.draw(dynamicRect);
window.draw(line);
window.display();
if (Keyboard::isKeyPressed(Keyboard::Escape))
{
break;
}
}
return 0;
}
And here is my MyContactListiner.cpp:
void myContactListener::BeginContact(b2Contact* contact)
{
b2Fixture *fa = contact->GetFixtureA();
b2Fixture *fb = contact->GetFixtureB();
if (fa == NULL || fb == NULL) { return; }
while (1)
{
printf("Collision occurred");
if (Keyboard::isKeyPressed(Keyboard::Escape))
{
break;
}
}
}
Box2D doesn't do collision handling for static bodies directly against other static or kinematic bodies. They're both theoretically of infinite mass for which laws of motion don't seem to make much sense anymore (at least not to me in terms of collisions).
Probably easiest to make the kinematic body a dynamic one instead.
You could alternatively surround one of the bodies with dynamic ones to get the contact listener to fire up. The dynamic bodies can't be made to drive the kinematic or static one it surrounds however in the substep phases without more effort than I think it'd be worth.
Hope this answer helps!

cocos2d sprite tag not being set

I'm using the following to create sprites with b2bodys
but I cant get the sprites tag to set. why isn't [sprite setTag:3]; working?
When I detect a collision with one of these sprites it says the sprite tag is 0
-(void) addNewSpriteAtPosition:(CGPoint)p
{
// CCLOG(#"Add sprite %0.2f x %02.f",p.x,p.y);
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
b2Body *body = world->CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 2;
fixtureDef.friction = 0.2f;
body->CreateFixture(&fixtureDef);
CCNode *parent = [self getChildByTag:kTagParentNode];
//We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
//just randomly picking one of the images
int idx = (CCRANDOM_0_1() > .5 ? 0:1);
int idy = (CCRANDOM_0_1() > .5 ? 0:1);
CCPhysicsSprite *sprite = [CCPhysicsSprite spriteWithTexture:spriteTexture_ rect:CGRectMake(32 * idx,32 * idy,32,32)];
[parent addChild:sprite];
[sprite setPTMRatio:PTM_RATIO];
[sprite setB2Body:body];
[sprite setPosition: ccp( p.x, p.y)];
[sprite setTag:3];
}

box2d bodies fall up instead of down

Im working with cocos2d v1.0.1 & the respective Box2d version. In the simulator it all works. Its just a body created at a touch location that drops down to the ground. But I ran it on the device, iphone4, and the objects float upwards.
Why would this happen?
Gravity is set to -0.3f. I have another dynamic body in the scene and it appears on the bottom of the ground as it should. Its just the touch objects that float up. Sleep is True.
I just set sleep to false and now the rover also floats up. But it should not float up. here is my world creation method:
- (void)setupWorld {
b2Vec2 gravity = b2Vec2(0.0f, -0.3f);
bool doSleep = false;
world = new b2World(gravity, doSleep);
}
and here is my body creation from init:
Box2DSprite *roverSprite = [Box2DSprite spriteWithSpriteFrameName:#"rover.png"];
[self createBoxAtLocation:ccp(100,15) withSize:CGSizeMake(50, 50) forSprite:roverSprite isBox:TRUE];
[sceneSpriteBatchNode addChild:roverSprite];
and here is the createBox method:
- (void)createBoxAtLocation:(CGPoint)location withSize:(CGSize)size forSprite:(Box2DSprite *)sprite isBox:(BOOL)isBox{
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position = b2Vec2(location.x/PTM_RATIO, location.y/PTM_RATIO);
b2Body *body = world->CreateBody(&bodyDef);
//
body->SetUserData(sprite);
sprite.body = body;
b2FixtureDef fixtureDef;
//
if (isBox) {
b2PolygonShape shape;
shape.SetAsBox(sprite.contentSize.width/3/PTM_RATIO,
sprite.contentSize.height/3/PTM_RATIO);
fixtureDef.shape = &shape;
} else {
b2CircleShape shape;
shape.m_radius = sprite.contentSize.width/2/PTM_RATIO;
fixtureDef.shape = &shape;
}
fixtureDef.density = 1.0;
fixtureDef.friction = 1.0;
fixtureDef.restitution = 0.5;
body->CreateFixture(&fixtureDef);
}
The same method is also used for the touch created objects which are created from these lines:
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchLocation = [touch locationInView:[touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
//b2Vec2 locationWorld = b2Vec2(touchLocation.x/PTM_RATIO, touchLocation.y/PTM_RATIO);
Box2DSprite *sprite = [Box2DSprite spriteWithSpriteFrameName:#"koko1.png"];
[self createBoxAtLocation:touchLocation withSize:CGSizeMake(50, 50) forSprite:sprite isBox:TRUE];
[sceneSpriteBatchNode addChild:sprite];
return TRUE;
}
Are you in portrait or landscape mode? If in landscape, perhaps you have the device rotated left instead of right. The device orientation can swap the y-values of the accelerometer on you. Not sure if this is related to your issue.
Turns out I had the Target Settings Rotation to Right instead of Left.

Cocos2d draw a polygon using CCSprite

Can you help. Want to draw a polygon (beams at different angles) and apply box 2d body to it. Can you please let me know how to create a CCSprite with a polygon shape
Any examples would help
Cheers
Create Polygon body.
-(void) createDynamicPoly {
b2BodyDef bodyDefPoly;
bodyDefPoly.type = b2_dynamicBody;
bodyDefPoly.position.Set(3.0f, 10.0f);
b2Body *polyBody = world->CreateBody(&bodyDefPoly);
int count = 8;
b2Vec2 vertices[8];
vertices[0].Set(0.0f / PTM_RATIO,0.0f / PTM_RATIO);
vertices[1].Set(48.0f/PTM_RATIO,0.0f/PTM_RATIO);
vertices[2].Set(48.0f/PTM_RATIO,30.0f/PTM_RATIO);
vertices[3].Set(42.0f/PTM_RATIO,30.0f/PTM_RATIO);
vertices[4].Set(30.0f/PTM_RATIO,18.0f/PTM_RATIO);
vertices[5].Set(18.0f/PTM_RATIO,12.0f/PTM_RATIO);
vertices[6].Set(6.0f/PTM_RATIO,18.0f/PTM_RATIO);
vertices[7].Set(0.0f/PTM_RATIO,30.0f/PTM_RATIO);
b2PolygonShape polygon;
polygon.Set(vertices, count);
b2FixtureDef fixtureDefPoly;
fixtureDefPoly.shape = &polygon;
fixtureDefPoly.density = 1.0f;
fixtureDefPoly.friction = 0.3f;
polyBody->CreateFixture(&fixtureDefPoly);
}
Create your sprite
Attach your sprite to the Polygon body via Fixture and UserData
fixtureDefPoly.SetUserData() = spriteObject;
b2Fixture *fixture;
fixture = circleBody->CreateFixture(&fixtureDefPoly);
fixture->SetUserData(#"spriteObject");
Then Iterate the sprite to the body in your update method.
The easiest way is to open an image editor (such as paint for example or photoshop) and create the image you want. The use it in your program.
Also there is a helloWorld scene when creating an xcode application using cocos2d box2d template. It creates a set of squares with a texture.
CGPoint startPt = edge.start ;
CGPoint endpt = edge.end ;
//length of the stick body
float len = abs(ccpDistance(startPt, endpt))/PTM_RATIO;
//to calculate the angle and position of the body.
float dx = endpt.x-startPt.x;
float dy = endpt.y-startPt.y;
//position of the body
float xPos = startPt.x+dx/2.0f;
float yPos = startPt.y+dy/2.0f;
//width of the body.
float width = 1.0f/PTM_RATIO;
b2BodyDef bodyDef;
bodyDef.position.Set(xPos/PTM_RATIO, yPos/PTM_RATIO);
bodyDef.angle = atan(dy/dx);
NSLog([NSString stringWithFormat:#"Setting angle %f",bodyDef.angle]);
CCSprite *sp = [CCSprite spriteWithFile:#"material-wood.png" rect:CGRectMake(0, 0, 12, 12)];
//TODO: fix shape
[self addChild:sp z:1 ];
bodyDef.userData = sp;
bodyDef.type = b2_dynamicBody;
b2Body* body = world->CreateBody(&bodyDef);
b2PolygonShape shape;
b2Vec2 rectangle1_vertices[4];
rectangle1_vertices[0].Set(-len/2, -width/2);
rectangle1_vertices[1].Set(len/2, -width/2);
rectangle1_vertices[2].Set(len/2, width/2);
rectangle1_vertices[3].Set(-len/2, width/2);
shape.Set(rectangle1_vertices, 4);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.300000f;
fd.restitution = 0.600000f;
body->CreateFixture(&fd);