LibGDX PhysicsBox2D,如果我设置线速度,物理不能正常工作

时间:2013-03-28 08:43:35

标签: android box2d physics libgdx collision

我的世界是world = new World(new Vector2(0, 0), true); //没有引力 我在屏幕的左下角,右上角有一面墙,因此元素不会从显示屏上飞出。

我的渲染类中有以下代码:

Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
Box2DDebugRenderer debugRenderer = new Box2DDebugRenderer();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(texture, 0, 0);
for (Element element : elements) {
element.body.setUserData(element);
element.rect.x = element.body.getPosition().x-16;//16 = half the width of element
element.rect.y = element.body.getPosition().y-16; 
if (element.goodOrEvil == 0) {
        batch.draw(happyImage, element.rect.x, element.rect.y);
} else if (element.goodOrEvil == 1) {
    batch.draw(sadImage, element.rect.x, element.rect.y);
}
} //i draw the elements that i have to fix the bodies to
batch.end();
debugRenderer.render(world, camera.combined);
Iterator<Element> iter = elements.iterator();
//next i set the accelerometer to move the elements, so that i could control them, i need to move all the elements in the same direction, in the same time
while (iter.hasNext()) {
Element element = iter.next();
element.body.setLinearVelocity(Gdx.input.getAccelerometerY() * 50, -Gdx.input.getAccelerometerX() * 50);
}
if (TimeUtils.nanoTime() - lastDropTime > 1000000000)
    spawnElement(); // this creates a new element
world.step(1 / 45f, 6, 2);

这是我的spawnElement()类:

private void spawnElement() {
    Rectangle elementRect = new Rectangle();
    elementRect.x = MathUtils.random(0, 800 - 32);
    elementRect.y = 400;
    elementRect.width = 32;
    elementRect.height = 32;
    Element element = new Element(elementRect, (int) elementRect.x % 2);
    elements.add(element);
    // First we create a body definition
    BodyDef bodyDef = new BodyDef();
    // We set our body to dynamic, for something like ground which doesnt
    // move we would set it to StaticBody
    bodyDef.type = BodyType.DynamicBody;
    // Set our body's starting position in the world
    bodyDef.position.set(elementRect.x, elementRect.y);

    // Create our body in the world using our body definition
    body = world.createBody(bodyDef);

    // Create a circle shape and set its radius to 6
    CircleShape circle = new CircleShape();
    circle.setRadius(6f);

    // Create a fixture definition to apply our shape to
    FixtureDef fixtureDef = new FixtureDef();
    fixtureDef.shape = circle;
    fixtureDef.density = 0.5f;
    fixtureDef.friction = 0.4f;
    fixtureDef.restitution = 0.6f; // Make it bounce a little bit

    // Create our fixture and attach it to the body
    Fixture fixture = body.createFixture(fixtureDef);
    element.body = body;

    lastDropTime = TimeUtils.nanoTime();
}

现在如果我将引力设置为存在world = new World(new Vector2(-2, -20), true);并注释掉这一行:element.body.setLinearVelocity(Gdx.input.getAccelerometerY() * 50, -Gdx.input.getAccelerometerX() * 50);物理效果很好,但我无法控制我的物体。如果我保持代码原样(没有引力和那条线),我可以控制我的对象,但是当一个元素撞到墙壁,而另一个元素出现时,它们重叠,然后才开始分裂。我需要它们互相撞击,并保持靠近,但根本不重叠。关于如何做到这一点的任何想法?

1 个答案:

答案 0 :(得分:0)

而不是使用element.body.setLinearVelocity(Gdx.input.getAccelerometerY() * 50, -Gdx.input.getAccelerometerX() * 50); 我用过这个:

Vector2 gravity = new Vector2(Gdx.input.getAccelerometerY() * 50, -Gdx.input.getAccelerometerX() * 50);
world.setGravity(gravity);

然后它的答案就像我设置静态重力一样,但我在每次渲染时都会改变重力,并使用加速度计的值