我正在使用 Box2d 进行游戏,虽然我使用较大的常数来设置角速度,但我可以获得的最快速度是 3.86 秒转 1 圈。
我已经在以下线程中检查了我的源代码,一切都与我在此处和教程中的用户建议的内容相同:
setAngularVelocity rotates really slowly
但是我注意到以下 Unresolved 线程: http://www.reddit.com/r/libgdx/comments/1qr2m3/the_strangest_libgdxbox2d_behaviour/
并注意到这实际上可能是问题所在。这是我的处理方法
public void dispose() {
//Get Rid of Everything!
Assets.Clear();
GameEngine.Clear();
BallMap.clear();
PlayerMap.clear();
shapeRenderer.dispose();
debugRenderer.dispose();
world.dispose();
batch.dispose();
font.dispose();
}
它们都在开始时重新初始化,如下所示:
this.game = game;
this.cameraWidth = cameraWidth*pixelRatio;
this.cameraHeight = cameraHeight*pixelRatio;
batch = new SpriteBatch();
shapeRenderer = new ShapeRenderer();
stateTime = 0F;
Scores = new Integer[]{0, 0};
debugRenderer = new Box2DDebugRenderer();
world = new World(new Vector2(0, 0), true); //Create a world with no gravity
GameEngine.setContactListener(world);
我使用以下代码浏览屏幕:
public void create () {
scene_menu = new MainMenuScreen(this, cameraWidth, cameraHeight);
setScreen(scene_menu);
}
public void swtogame(){
scene_menu.dispose();
scene_game = new MatchScreen(this, cameraWidth, cameraHeight);
setScreen(scene_game);
}
public void swtomenu(){
scene_game.dispose();
scene_menu = new MainMenuScreen(this, cameraWidth, cameraHeight);
setScreen(scene_menu);
}
我初始化对象的方式:
public Object(World world, short category, short mask, float x, float y, float radius, Sprite image,
float maxSpeed, float frictionStrength, float linearDamping, float angularDamping, boolean movable,
float elasticity, float mass){
this.world = world;
this.category = category;
this.mask = mask;
// We set our body type
this.bodyDef = new BodyDef();
if(movable==true){bodyDef.type = BodyType.DynamicBody;}else{bodyDef.type = BodyType.StaticBody;}
// Set body's starting position in the world
bodyDef.position.set(x, y);
bodyDef.linearDamping = linearDamping;
bodyDef.angularDamping = angularDamping;
// Create our body in the world using our body definition
this.body = world.createBody(bodyDef);
// Create a circle shape and set its radius
CircleShape circle = new CircleShape();
circle.setRadius(radius);
// Create a fixture definition to apply our shape to
fixtureDef = new FixtureDef();
fixtureDef.shape = circle;
fixtureDef.density = (float) (mass/(Math.PI*radius*radius));
fixtureDef.friction = frictionStrength;
fixtureDef.restitution = elasticity;
fixtureDef.filter.categoryBits = category;
fixtureDef.filter.maskBits = mask;
// Create our fixture and attach it to the body
this.fixture = body.createFixture(fixtureDef);
// BodyDef and FixtureDef don't need disposing, but shapes do.
circle.dispose();
... unrelated functions after that
}
我的处理方式正确吗?这是一个错误吗?有什么方法可以绕过它并正确使用 setAngularVelocity 吗?
最佳答案
因为您没有显示太多代码,所以我可以不 100% 确定我是对的,但我认为您已经达到了每个时间步 2.0 单位的内置最大移动限制。这意味着在 60Hz 的典型帧速率下,每个时间步覆盖 2 个单位的物体以 120 m/s 或 432 km/h (270 mph) 的速度移动。不幸的是,似乎没有直接的方法可以在 Java 中更改此限制,因为此限制似乎是在 native C++ 库中定义的。
但我认为真正的问题是你的尺度错误。 Box2D 使用 MKS(米、千克和秒)。您可能使用像素而不是米。 Box2D的FAQ建议使用
objects [that are] between 0.1 - 10 meters
否则你可能会遇到奇怪的情况。
参见http://www.iforce2d.net/b2dtut/gotchas#speedlimit 和 https://code.google.com/p/box2d/wiki/FAQ
关于java - Box2d setAngularVelocity 不适用于高速,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/28720959/