这就是我的世界。有两个类:框和边界。 我希望一些盒子物体穿过绿色边界,然后保持反弹。
您可以将绿色边界视为某种过滤器。
class Boundary {
// A boundary is a simple rectangle with x,y,width,and height
float x;
float y;
float w;
float h;
Body b;
Boundary(float x_,float y_, float w_, float h_, float a) {
x = x_;
y = y_;
w = w_;
h = h_;
// Define the polygon
PolygonShape sd = new PolygonShape();
// Figure out the box2d coordinates
float box2dW = box2d.scalarPixelsToWorld(w/2);
float box2dH = box2d.scalarPixelsToWorld(h/2);
// We're just a box
sd.setAsBox(box2dW, box2dH);
// Create the body
BodyDef bd = new BodyDef();
bd.type = BodyType.STATIC;
bd.angle = a;
bd.position.set(box2d.coordPixelsToWorld(x,y));
b = box2d.createBody(bd);
// Attached the shape to the body using a Fixture
b.createFixture(sd,1);
}
// Draw the boundary, if it were at an angle we'd have to do something fancier
void display() {
fill(color(18,220,0));
stroke(0);
strokeWeight(1);
rectMode(CENTER);
float a = b.getAngle();
pushMatrix();
translate(x,y);
rotate(-a);
rect(0,0,w,h);
popMatrix();
}
}
class Box {
// We need to keep track of a Body and a width and height
Body body;
float w;
float h;
// Constructor
Box(float x_, float y_) {
float x = x_;
float y = y_;
w = 24;
h = 24;
// Add the box to the box2d world
makeBody(new Vec2(x,y),w,h);
}
// This function removes the particle from the box2d world
void killBody() {
box2d.destroyBody(body);
}
boolean contains(float x, float y) {
Vec2 worldPoint = box2d.coordPixelsToWorld(x, y);
Fixture f = body.getFixtureList();
boolean inside = f.testPoint(worldPoint);
return inside;
}
// Drawing the box
void display() {
// We look at each body and get its screen position
Vec2 pos = box2d.getBodyPixelCoord(body);
// Get its angle of rotation
float a = body.getAngle();
rectMode(PConstants.CENTER);
pushMatrix();
translate(pos.x,pos.y);
rotate(a);
fill(175);
stroke(0);
rect(0,0,w,h);
popMatrix();
}
// This function adds the rectangle to the box2d world
void makeBody(Vec2 center, float w_, float h_) {
// Define and create the body
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(box2d.coordPixelsToWorld(center));
body = box2d.createBody(bd);
// Define a polygon (this is what we use for a rectangle)
PolygonShape sd = new PolygonShape();
float box2dW = box2d.scalarPixelsToWorld(w_/2);
float box2dH = box2d.scalarPixelsToWorld(h_/2);
sd.setAsBox(box2dW, box2dH);
// Define a fixture
FixtureDef fd = new FixtureDef();
fd.shape = sd;
// Parameters that affect physics
fd.density = 1;
fd.friction = 0.3;
fd.restitution = 0.5;
body.createFixture(fd);
//body.setMassFromShapes();
// Give it some initial random velocity
body.setLinearVelocity(new Vec2(random(-5, 5), random(2, 5)));
body.setAngularVelocity(random(-5, 5));
}
}
答案 0 :(得分:3)
免责声明:我不知道box2d或jbox2d
您需要在边界对象和实体上设置过滤类别。因此,例如,您可以将边界对象设置为Filter
,categoryBits
等于0x0002,然后将不应与边界碰撞的实体设置为Filter
{除了0x0002之外,所有位都设置为{1}}。
由于我不知道你的代码是如何组织的,所以这里有一些代码可能会把你推向正确的方向;它无法独立存在:
maskBits
(// Make sure you use a different mask for each boundary
// if you need to filter separately with different boundaries.
public static final int BOUNDARY_CATEGORY = 0x0002
boundaryFilter = new Filter()
boundaryFilter.categoryBits = BOUNDARY_CATEGORY
boundaryFixture.setFilterData(boundaryFilter)
bodyGoingThroughFilter = new Filter()
bodyGoingThroughFilter.maskBits = (0xFFFF & (~BOUNDARY_CATEGORY))
bodyGoingThroughFixture.setFilterData(bodyGoingThroughFixture)
内容只应在与要通过边界的实体相关的位置运行。)