我刚刚开始使用Libgdx的Box2d引擎,但我根本不明白何时应该调用 Contactlistener 的方法。一方面是“开始接触”,另一方面是“终端接触”。我应该在哪里打电话给他们,以获得某个夹具接触他人的数量?我如何实现 Contactlistener ? 教程中的重定向将回答我的问题。搜索谷歌时我没有找到任何东西。 这个one给了我很多帮助,但它是为C ++编写的,并没有将实现引入主游戏环境。 谢谢我的帮助;)
答案 0 :(得分:16)
这是libgdx的简短示例。它显示了如何创建 ContactListener 以显示在建立和断开联系人时涉及哪些灯具。它还显示了使用 world.getContactList(),它将返回物理步骤后仍然存在的联系人列表。这可能会错过在物理步骤过程中产生和破坏的接触。如果您对这些感兴趣,那么您将需要实现 ContactListener ,使用 beginContact()来检测何时建立联系人以及 endContact()检测它们什么时候坏了。
package hacks;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactImpulse;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.Manifold;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
public class Box2DDemoMain extends com.badlogic.gdx.Game {
private static final float SCALING = 0.1f;
private Box2DDebugRenderer debugRenderer;
private OrthographicCamera camera;
private World world;
@Override
public void create() {
debugRenderer = new Box2DDebugRenderer();
camera = new OrthographicCamera();
createWorld();
createCollisionListener();
createGround();
createBox();
}
private void createWorld() {
Vector2 gravity = new Vector2(0, -10);
world = new World(gravity, true);
}
private void createCollisionListener() {
world.setContactListener(new ContactListener() {
@Override
public void beginContact(Contact contact) {
Fixture fixtureA = contact.getFixtureA();
Fixture fixtureB = contact.getFixtureB();
Gdx.app.log("beginContact", "between " + fixtureA.toString() + " and " + fixtureB.toString());
}
@Override
public void endContact(Contact contact) {
Fixture fixtureA = contact.getFixtureA();
Fixture fixtureB = contact.getFixtureB();
Gdx.app.log("endContact", "between " + fixtureA.toString() + " and " + fixtureB.toString());
}
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
}
});
}
private void createGround() {
PolygonShape groundShape = new PolygonShape();
groundShape.setAsBox(50, 1);
BodyDef groundBodyDef = new BodyDef();
groundBodyDef.type = BodyType.StaticBody;
groundBodyDef.position.set(0, -20);
Body groundBody = world.createBody(groundBodyDef);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = groundShape;
groundBody.createFixture(fixtureDef);
groundShape.dispose();
}
private void createBox() {
PolygonShape boxShape = new PolygonShape();
boxShape.setAsBox(1, 1);
BodyDef boxBodyDef = new BodyDef();
boxBodyDef.position.set(0, 20);
boxBodyDef.angle = MathUtils.PI / 32;
boxBodyDef.type = BodyType.DynamicBody;
boxBodyDef.fixedRotation = false;
Body boxBody = world.createBody(boxBodyDef);
FixtureDef boxFixtureDef = new FixtureDef();
boxFixtureDef.shape = boxShape;
boxFixtureDef.restitution = 0.75f;
boxFixtureDef.density = 2.0f;
boxBody.createFixture(boxFixtureDef);
boxShape.dispose();
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
float cameraWidth = Gdx.graphics.getWidth() * SCALING;
float cameraHeight = Gdx.graphics.getHeight() * SCALING;
camera.setToOrtho(false, cameraWidth, cameraHeight);
camera.position.set(0, 0, 0);
}
@Override
public void render() {
super.render();
world.step(Gdx.graphics.getDeltaTime(), 8, 3);
int numContacts = world.getContactCount();
if (numContacts > 0) {
Gdx.app.log("contact", "start of contact list");
for (Contact contact : world.getContactList()) {
Fixture fixtureA = contact.getFixtureA();
Fixture fixtureB = contact.getFixtureB();
Gdx.app.log("contact", "between " + fixtureA.toString() + " and " + fixtureB.toString());
}
Gdx.app.log("contact", "end of contact list");
}
Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
debugRenderer.render(world, camera.combined);
}
public static void main(String[] args) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.title = Box2DDemoMain.class.getName();
config.width = 800;
config.height = 480;
config.fullscreen = false;
config.useGL20 = true;
config.useCPUSynch = true;
config.forceExit = true;
config.vSyncEnabled = true;
new LwjglApplication(new Box2DDemoMain(), config);
}
}
答案 1 :(得分:4)
你不必在任何地方调用这些方法。只需创建一个类并在其中实现ContactListener。现在在你的代码中只使用world.setContactListener(ContactListener listener)。
每当你的世界发生碰撞时,都会调用所有4种方法。你将获得2个碰撞体的fixtureA和fixtureB