如何使用 LibGDX 在 Box2D 中应用自动旋转(就像在现实世界中一样)?这看起来不现实(见下图)。
在现实世界中, block 会旋转并掉落,但在这个模拟中却不会。
世界的 Y 重力为 -9.81(因此下落和碰撞效果很好)这是我创建盒子的代码:
PolygonShape pShape = new PolygonShape();
FixtureDef fDef = new FixtureDef();
BodyDef bDef = new BodyDef();
Body body;
pShape.setAsBox(width, height);
bDef.position.set(x, y);
bDef.type = type;
fDef.shape = pShape;
fDef.density = 1.0f;
fDef.friction = 0.3f;
body = world.createBody(bDef);
body.createFixture(fDef);
body.setUserData(this);
MassData md = new MassData();
md.mass = 5;
body.setMassData(md);
主游戏类的代码:
public class Game implements ApplicationListener {
public static int WIDTH;
public static int HEIGHT;
World world;
Box2DDebugRenderer dr;
OrthographicCamera cam;
float time;
final float P = 1/60f;
final static int C = 100;
public void create() {
Gdx.gl.glClearColor(.1f, .1f, .1f, 1.0f);
WIDTH = Gdx.graphics.getWidth();
HEIGHT = Gdx.graphics.getHeight();
world = new World(new Vector2(0, -9.8f), false);
dr = new Box2DDebugRenderer();
cam = new OrthographicCamera();
cam.setToOrtho(false, WIDTH/C, HEIGHT/C);
new Block(world, BodyType.StaticBody, 2, HEIGHT, 0, HEIGHT);
new Block(world, BodyType.StaticBody, 2, HEIGHT, WIDTH-40, HEIGHT);
new Block(world, BodyType.StaticBody, WIDTH, 2, WIDTH, HEIGHT);
new Block(world, BodyType.StaticBody, WIDTH, 2, WIDTH, 0);
}
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
input();
dr.render(world, cam.combined);
time += Gdx.graphics.getDeltaTime();
while(time >= P) {
update();
time -= P;
}
}
public void update() {
world.step(P, 5, 5);
}
public void input() {
if(Gdx.input.isTouched()) {
new Block(world, BodyType.DynamicBody, 50, 20, Gdx.input.getX(), HEIGHT-Gdx.input.getY());
}
}
public void dispose() { }
public void pause() { }
public void resize(int arg0, int arg1) { }
public void resume() { }
}
Block 类的代码:
public class Block {
public Block(World world, BodyType type, float width, float height, float x, float y) {
PolygonShape pShape = new PolygonShape();
FixtureDef fDef = new FixtureDef();
BodyDef bDef = new BodyDef();
Body body;
pShape.setAsBox(width/Game.C, height/Game.C);
bDef.position.set(x/Game.C, y/Game.C);
bDef.type = type;
fDef.shape = pShape;
fDef.density = 1.0f;
fDef.friction = 0.3f;
body = world.createBody(bDef);
body.createFixture(fDef);
body.setUserData(this);
body.setFixedRotation(false);
MassData md = new MassData();
md.mass = 5;
body.setMassData(md);
}
}
最佳答案
MassData md = new MassData();
提供零转动惯量:md.I == 0
,因此盒子不会旋转。
如果你这样做
MassData md = body.getMassData();
根据当前密度,您将获得质量和转动惯量。
改变质量并获得正确转动惯量的最佳方法 - 根据您的新质量自行计算,例如:
float massScale = [newMass] / md.mass;
md.mass *= massScale;
md.I *= massScale;
这样您就可以保存正确的旋转点并拥有物理上正确的惯性。
关于c++ - LibGDX + Box2D 旋转,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/23657006/