我正在尝试基于Emanuele Feronato's "Two ways to make Box2D cars"实现自上而下的汽车游戏的Java版本。我知道box2d的一些基础知识,并且在很大程度上我将代码转换为Java,几乎没有例外。
但是,当我运行程序时,我的车不会移动。
如果我把所有的轮子都变成一个动态的车身(左前方除外)开始向后和向前移动,使车辆前后甩动,但最后却没有任何地方。前两个关节是旋转关节,每个关节都有马达,而后背是棱柱形,所以如果我错了,请纠正我,但前两个应该是唯一“旋转”/移动的。我觉得我正在做一些可怕的错误,但到处都是我看起来总是在行动脚本中,所以我不是百分之百肯定是错的。
我已经检查过并且所有车轮都在正确的位置,并且关节也被放到了正确的车轮上。我检查了电机速度,它也在运行。 “ldirection”和“rdirection”的x分量始终为0,因此它会消除横向速度,而y始终是一个值。那真的应该向前推进吗?
当车身上下移动时,左前轮始终与车身保持相同的距离。所以左前线似乎正常运作。我检查了所有代码,以确保右前轮与左轮相同。
开车
当向前加速时,只有两个右轮和后左轮前后移动。
当我开始转动两个前轮后,两个轮子仍然与汽车保持一致但开始以略微倾斜的方式移动。最终当前轮转动90度时,它们开始几乎旋转关节的中心。
初始化
this.world = new World(new Vector2(0, 0), false);
this.box2Drender = new Box2DDebugRenderer();
this.LeftPJointDef = new PrismaticJointDef();
this.RightPJointDef = new PrismaticJointDef();
this.RightJointDef = new RevoluteJointDef();
this.LeftJointDef = new RevoluteJointDef();
this.CarBody = new PolygonShape();
this.RightRWheelShape = new PolygonShape();
this.RightFWheelShape = new PolygonShape();
this.LeftRWheelShape = new PolygonShape();
this.LeftFWheelShape = new PolygonShape();
this.LeftRWheelDef = new BodyDef();
this.RightRWheelDef = new BodyDef();
this.RightFWheelDef = new BodyDef();
this.LeftFWheelDef = new BodyDef();
this.bodyD = new BodyDef();
this.CarFixDef = new FixtureDef();
this.x = x;
this.y = y;
this.Cpos = new Vector2(x,y);
this.RRW = new Vector2((this.x + (this.x * XPrc)), (this.y + (this.y * -YPrc)));
this.RLW = new Vector2((this.x + (this.x * -XPrc)), (this.y + (this.y * -YPrc)));
this.FRW = new Vector2((this.x + (this.x * XPrc)), (this.y + (this.y * YPrc)));
this.FLW = new Vector2((this.x + (this.x * -XPrc)), (this.y + (this.y * YPrc)));
this.WheelSizeX = this.width * 0.25f;
this.WheelSizeY = this.length * 0.30f;
//setting bodyDef damping
bodyD.linearDamping = 0.5f;
bodyD.angularDamping = 0.5f;
//Adding bodyDef to the world and setting type as Dynamic
body = world.createBody(bodyD);
body.setType(BodyDef.BodyType.DynamicBody);
//setting the body position in the world using the Vector given.
body.setTransform(this.Cpos, (float) ((Math.PI) / 2));
//Adding the calculated Position vecotrs of the wheel's to each wheel def.
RightFWheelDef.position.add(FRW);
LeftFWheelDef.position.add(FLW);
RightRWheelDef.position.add(RRW);
LeftRWheelDef.position.add(RLW);
//Adding the wheels to the world using the Wheel Defs.
RightFWheel = world.createBody(RightFWheelDef);
LeftFWheel = world.createBody(LeftFWheelDef);
RightRWheel = world.createBody(RightRWheelDef);
LeftRWheel = world.createBody(LeftRWheelDef);
RightFWheel.setType(BodyDef.BodyType.DynamicBody);
RightRWheel.setType(BodyDef.BodyType.DynamicBody);
LeftFWheel.setType(BodyDef.BodyType.DynamicBody);
LeftRWheel.setType(BodyDef.BodyType.DynamicBody);
//Setting the car(box) and wheel size
CarBody.setAsBox(this.length, this.width);
LeftFWheelShape.setAsBox(WheelSizeX, WheelSizeY);
LeftRWheelShape.setAsBox(WheelSizeX, WheelSizeY);
RightRWheelShape.setAsBox(WheelSizeX, WheelSizeY);
RightFWheelShape.setAsBox(WheelSizeX, WheelSizeY);
CarFixDef.shape = CarBody;
RightFWheel.createFixture(RightFWheelShape, 1);
RightRWheel.createFixture(RightRWheelShape, 1);
LeftFWheel.createFixture(LeftFWheelShape, 1);
LeftRWheel.createFixture(LeftRWheelShape, 1);
body.createFixture(CarFixDef);
LeftJointDef.enableMotor = true;
RightJointDef.enableMotor = true;
LeftJointDef.maxMotorTorque = 500;
RightJointDef.maxMotorTorque = 500;
//Setting Front Wheel joints in respects to the wheels and body
LeftJointDef.initialize(body, LeftFWheel, LeftFWheel.getWorldCenter());
RightJointDef.initialize(body, RightFWheel, RightFWheel.getWorldCenter());
this.LeftJoint = (RevoluteJoint) world.createJoint(LeftJointDef);
this.RightJoint = (RevoluteJoint) world.createJoint(RightJointDef);
LeftPJointDef.enableLimit = true;
RightPJointDef.enableLimit = true;
//Translation Limit
LeftPJointDef.lowerTranslation = 0;
LeftPJointDef.upperTranslation = 0;
RightPJointDef.lowerTranslation = 0;
RightPJointDef.upperTranslation = 0;
//Setting Rear wheel joints in respects to wheel and body
LeftPJointDef.initialize(body, LeftRWheel, LeftRWheel.getWorldCenter(), new Vector2(1, 0));
RightPJointDef.initialize(body, RightRWheel, RightRWheel.getWorldCenter(), new Vector2(1, 0));
//adding the P Joints to the world.
this.LeftPJoint = (PrismaticJoint) world.createJoint(LeftPJointDef);
this.RightPJoint = (PrismaticJoint) world.createJoint(RightPJointDef);
这是我的更新方法。
KillOrthoVelocity(LeftFWheel);
KillOrthoVelocity(RightFWheel);
KillOrthoVelocity(LeftRWheel);
KillOrthoVelocity(RightRWheel);
//Driving
float r1 = LeftFWheel.getTransform().getRotation();
Vector2 ldirection = new Vector2((float) -Math.sin(r1), (float) Math.cos(r1));
ldirection.scl(enginespeed);
float r2 = RightFWheel.getTransform().getRotation();
Vector2 rdirection = new Vector2((float) -Math.sin(r2), (float) Math.cos(r2));
rdirection.scl(enginespeed);
LeftFWheel.applyForce(ldirection, LeftFWheel.getPosition(), true);
RightFWheel.applyForce(rdirection, RightFWheel.getPosition(), true);
//Steering
float movespeed;
movespeed = steerAng - LeftJoint.getJointAngle();
LeftJoint.setMotorSpeed(movespeed * AngleSpeed);
movespeed = steerAng - RightJoint.getJointAngle();
RightJoint.setMotorSpeed(movespeed * AngleSpeed);
world.step(dt, 6, 2);
KillOrthoVelocity类似于获取“ldirection”
Vector2 localP = new Vector2(0, 0);
Vector2 velocity = body.getLinearVelocityFromLocalPoint(localP);
float r = body.getTransform().getRotation();
Vector2 sideways = new Vector2((float) -Math.sin(r), (float) Math.cos(r));
sideways.scl(velocity.dot(sideways));
body.setLinearVelocity(sideways);
任何建议都将非常感谢!即使只是一个线索将是非常有帮助的! 谢谢!
答案 0 :(得分:0)
try this code
RaceCar::RaceCar( b2World* world )
{
b2Vec2 race_car_pos( 13.0f,
13.0f );
/ Create race car chassis
{
// Physics Body Shape
b2Vec2 verticies[8];
verticies[0].Set( 1.5f, 0.0f );
verticies[1].Set( 3.0f, 2.5f );
verticies[2].Set( 2.8f, 5.5f );
verticies[3].Set( 1.0f, 10.0f );
verticies[4].Set( -1.0f,
10.0f );
verticies[5].Set( -2.8f, 5.5f );
verticies[6].Set( -3.0f, 2.5f );
verticies[7].Set( -1.5f, 0.0f );
b2PolygonShape body_shape;
body_shape.Set( verticies, 8 );
// Physics body definition
b2BodyDef body_def;
body_def.type
= b2_dynamicBody;
// body_def.position =b2Vec2(3,3);
// Physics Body Fixture
b2FixtureDef body_fixture;
body_fixture.shape = &body_shape;
body_fixture.density = 0.1f;
m_chassisPhysicsBody = world->CreateBody( &body_def );
m_chassisPhysicsBody->CreateFixture( &body_fixture ); m_chassisPhysicsBody->SetUserData( this );
m_chassisPhysicsBody->SetTransform( race_car_pos, 0.0f );
}
// Tires
{ b2Vec2 pos = m_chassisPhysicsBody->GetPosition();
// Top left tire
{
RCTire* tire_top_left = new RCTire( world );
tire_top_left->setPosition( race_car_pos );
m_tires.push_back( tire_top_left );
b2RevoluteJointDef joint_def;
joint_def.enableLimit = true;
joint_def.lowerAngle = 0.0f;
joint_def.upperAngle = 0.0f;
joint_def.bodyA = m_chassisPhysicsBody;
joint_def.localAnchorB.SetZero();
joint_def.bodyB = tire_top_left->getPhysicsBody();
joint_def.localAnchorA.Set( -3.0f, 8.5f );
b2RevoluteJoint* joint = static_cast<b2RevoluteJoint*>( world->CreateJoint( &joint_def ) );
tire_top_left->setJointToChassis( joint ); }
// Top right tire
{
RCTire* tire_top_right = new RCTire( world );
tire_top_right->setPosition( race_car_pos );
m_tires.push_back( tire_top_right );
b2RevoluteJointDef joint_def;
joint_def.enableLimit = true;
joint_def.lowerAngle = 0.0f;
joint_def.upperAngle = 0.0f;
joint_def.bodyA = m_chassisPhysicsBody;
joint_def.localAnchorB.SetZero();
joint_def.bodyB = tire_top_right->getPhysicsBody();
joint_def.localAnchorA.Set( 3.0f, 8.5f );
b2RevoluteJoint* joint = static_cast<b2RevoluteJoint*>( world->CreateJoint( &joint_def ) );
tire_top_right->setJointToChassis( joint ); }
// Bottom left tire
{
RCTire* tire_bottom_left = new RCTire( world );
tire_bottom_left->setPosition( race_car_pos );
m_tires.push_back( tire_bottom_left );
b2RevoluteJointDef joint_def;
joint_def.enableLimit = true;
joint_def.lowerAngle = 0.0f;
joint_def.upperAngle = 0.0f;
joint_def.bodyA = m_chassisPhysicsBody;
joint_def.localAnchorB.SetZero();
joint_def.bodyB = tire_bottom_left->getPhysicsBody();
joint_def.localAnchorA.Set( -3.0f, 0.5f );
b2RevoluteJoint* joint = static_cast<b2RevoluteJoint*>( world->CreateJoint( &joint_def ) );
tire_bottom_left->setJointToChassis( joint ); }
// Bottom right tire {
RCTire* tire_bottom_right = new RCTire( world );
tire_bottom_right->setPosition( race_car_pos );
m_tires.push_back( tire_bottom_right );
b2RevoluteJointDef joint_def;
joint_def.enableLimit = true;
joint_def.lowerAngle = 0.0f;
joint_def.upperAngle = 0.0f;
joint_def.bodyA = m_chassisPhysicsBody;
joint_def.localAnchorB.SetZero();
joint_def.bodyB = tire_bottom_right->getPhysicsBody();
joint_def.localAnchorA.Set( 3.0f, 0.5f );
world->CreateJoint( &joint_def );
b2RevoluteJoint* joint = static_cast<b2RevoluteJoint*>( world->CreateJoint( &joint_def ) );
tire_bottom_right->setJointToChassis( joint ); } } }