Box2D无法理解它的工作方式 - libgdx

时间:2014-09-29 08:05:51

标签: libgdx box2d meter

我试图在libgdx中玩Box2D但不幸的是我似乎无法理解它的工作方式。

以下是一些让我发疯的例子:

0.1。众所周知,Box2D适用于仪表。大家都知道。然后,为什么我得到像素的结果?例如,如果我定义了一些主体定义并将位置设置为0,1,它会在屏幕的左下角绘制相关的fixture / sprite!我认为Box2D中的0,0点位于屏幕的中心。

0.2。我一直在努力理解和解决的另一个问题是形状,关节和其他东西的价值。让我们从形状开始:我定义了一个像这样的多边形形状:

shape.setAsBox(1, 2);

现在形状应该是2 宽和4 高度,但事实并非如此。我得到的是一个超小的形状。

最后,关节的价值观。我定义了一个具有多边形形状和地面体的主体。现在我已经固定了#34;那两个使用Revolute Joint的地面中心,目标是创造一种在一定范围内旋转良好的弹射器。

现在我也定义了一个鼠标关节,所以我可以很好地来回拖动弹射器(多边形形状),但似乎我需要将关节的maxForce设置为一个巨大的值,这样我才能真正看到运动/弹射器的旋转!我不明白。所有这些问题都应该按照我必须设定的值进行小的操作。

这是我的基本代码,其中包含以上所有内容。请告诉我我做错了什么,我在这里吓坏了:

GameScreen.java

package com.david.box2dpractice;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.ChainShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef;
import com.badlogic.gdx.utils.Array;

public class GameScreen implements Screen{

    private Box2DDebugRenderer debugRenderer;
    private Texture texture;
    private Sprite sprite;
    private Sprite tempSprite;
    private SpriteBatch batch;
    private Body arm , ground;
    private World world;
    public OrthographicCamera camera;
    private RevoluteJointDef jointDef;
    private Array<Body> tempBodies;

    public GameScreen() {
        debugRenderer = new Box2DDebugRenderer();
        batch = new SpriteBatch();
        texture = new Texture(Gdx.files.internal("catapult_arm.png"));
        camera = new OrthographicCamera();
        camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        tempBodies = new Array<Body>();
    }
    @Override
    public void render(float delta) {
        // TODO Auto-generated method stub
        Gdx.gl.glClearColor(0, 0, 0, 0);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        batch.setProjectionMatrix(camera.combined);
        world.getBodies(tempBodies);
        batch.begin();
        for(Body body : tempBodies) {
            if(body.getUserData() != null && body.getUserData() instanceof Sprite) {
                tempSprite = (Sprite) body.getUserData();
                tempSprite.setPosition(body.getPosition().x-tempSprite.getWidth()/2, body.getPosition().y-tempSprite.getHeight()/2);
                tempSprite.setRotation((float) Math.toDegrees(body.getAngle()));
                tempSprite.draw(batch);
            }
        }
        batch.end();
        debugRenderer.render(world, camera.combined);
        world.step(1/60f, 6, 2);
    }

    @Override
    public void resize(int width, int height) {
        // TODO Auto-generated method stub
        Gdx.app.log("System", "resize() was invoked");
    }

    @Override
    public void show() {
        // TODO Auto-generated method stub
        Gdx.app.log("System", "show() was invoked");
        world = new World(new Vector2(0,0), true);
        sprite = new Sprite(texture);
        BodyDef bodyDef = new BodyDef();
        bodyDef.position.set(Gdx.graphics.getWidth()/2,Gdx.graphics.getHeight()/2+sprite.getHeight()/2);
        bodyDef.type = BodyType.DynamicBody;

        // The shape
        PolygonShape shape = new PolygonShape();
        shape.setAsBox(11, 91);

        // The fixture
        FixtureDef fixtureDef = new FixtureDef();
        fixtureDef.shape = shape;
        fixtureDef.density = .10f;
        arm = world.createBody(bodyDef);
        arm.createFixture(fixtureDef);
        sprite.setOrigin(sprite.getWidth()/2, sprite.getHeight()/2);
        arm.setUserData(sprite);
        shape.dispose();

        bodyDef = new BodyDef();
        bodyDef.position.set(Gdx.graphics.getWidth()/2,Gdx.graphics.getHeight()/2);
        bodyDef.type = BodyType.StaticBody;

        ChainShape shape2 = new ChainShape();
        shape2.createChain(new Vector2[] {new Vector2(-20*Pixels_To_Meters,0),new Vector2(20*Pixels_To_Meters,0)});

        // The fixture
        fixtureDef.shape = shape2;
        fixtureDef.restitution = .65f;
        fixtureDef.friction = .75f;
        ground = world.createBody(bodyDef);
        ground.createFixture(fixtureDef);
        shape2.dispose();
        // joint
        jointDef = new RevoluteJointDef();
        jointDef.bodyA = arm;
        jointDef.bodyB = ground;
        jointDef.localAnchorB.set(ground.getLocalCenter());
        jointDef.localAnchorA.set(arm.getLocalCenter().x,arm.getLocalCenter().y-sprite.getHeight()/2);
        jointDef.enableLimit = true;
        jointDef.enableMotor = true;
        jointDef.motorSpeed = 15;
        jointDef.lowerAngle = (float) -Math.toRadians(75);
        jointDef.upperAngle = (float) -Math.toRadians(9);
        jointDef.maxMotorTorque = 4800;
        world.createJoint(jointDef);
        Gdx.input.setInputProcessor(new InputHandler(arm,ground,world,camera));
    }

    @Override
    public void hide() {
        // TODO Auto-generated method stub
        Gdx.app.log("System", "hide() was invoked");
        dispose();
    }

    @Override
    public void pause() {
        // TODO Auto-generated method stub
        Gdx.app.log("System", "pause() was invoked");
    }

    @Override
    public void resume() {
        // TODO Auto-generated method stub
        Gdx.app.log("System", "resume() was invoked");
    }

    @Override
    public void dispose() {
        // TODO Auto-generated method stub
        Gdx.app.log("System", "dispose() was invoked");
        texture.dispose();
        batch.dispose();
        world.dispose();
    }
}

InputHandler.java

package com.david.box2dpractice;

import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.QueryCallback;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.physics.box2d.joints.MouseJoint;
import com.badlogic.gdx.physics.box2d.joints.MouseJointDef;

public class InputHandler implements InputProcessor{

    Body ground;
    MouseJoint mouseJoint;
    MouseJointDef mouseJointDef;
    World world;
    Vector2 target,initialPos;
    Vector3 temp;
    QueryCallback query;
    OrthographicCamera camera;
    boolean firstTime = true;
    public InputHandler(Body arm, Body ground, final World world, OrthographicCamera camera) {
        this.camera = camera;
        this.ground = ground;
        this.world =  world;
        mouseJointDef = new MouseJointDef();
        target = new Vector2();
        temp = new Vector3();
        mouseJointDef.bodyA = ground;
        mouseJointDef.collideConnected = true;
        mouseJointDef.maxForce = 9000;
        query = new QueryCallback() {

            @Override
            public boolean reportFixture(Fixture fixture) {
                // TODO Auto-generated method stub
                if(!fixture.testPoint(temp.x, temp.y))
                    return true;
                if(firstTime) {
                    initialPos = new Vector2(fixture.getBody().getPosition().x,fixture.getBody().getPosition().y);
                    firstTime = false;
                }
                mouseJointDef.bodyB = fixture.getBody();
                mouseJointDef.target.set(temp.x,temp.y);
                mouseJoint = (MouseJoint) world.createJoint(mouseJointDef);
                return false;
            }
        };
    }
    @Override
    public boolean keyDown(int keycode) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean keyUp(int keycode) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean keyTyped(char character) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        // TODO Auto-generated method stub
        camera.unproject(temp.set(screenX, screenY, 0));
        world.QueryAABB(query, temp.x, temp.y, temp.x, temp.y);
        return true;
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {
        // TODO Auto-generated method stub
        if(mouseJoint == null) 
            return false;
        mouseJoint.setTarget(initialPos);
        world.destroyJoint(mouseJoint);
        mouseJoint = null;
        firstTime = true;
        return true;
    }

    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        // TODO Auto-generated method stub
        if(mouseJoint == null)
            return false;
        camera.unproject(temp.set(screenX, screenY, 0));
        mouseJoint.setTarget(target.set(temp.x, temp.y));
        return true;
    }

    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        // TODO Auto-generated method stub
        return false;
    }

}

如果你能在这里帮助我,我真的会非常感激。谢谢!

1 个答案:

答案 0 :(得分:7)

Box2D只是物理引擎的逻辑部分。它对视图没有任何作用,因此将米转换为像素是你的工作 在Libgdx中,可以使用Camera来完成 你已经在使用Camera了,但是你给了它'#34;错误&#34; Viewport - 尺寸
。 您告诉Camera与游戏一样大(Gdx.graphics.getWidthGdx.graphics.getHeight),您应该考虑要在Screen上显示多少米。<登记/> 如果你想要显示80米宽和45米高(16/9),那么你需要像这样设置Camera

 camera = new OrthographicCamera();
 camera.setToOrtho(false, 80, 45);

因此,如果您的Game分辨率为1600 * 900像素,那么每个仪表的转换为20px(camera为您执行此操作),如果您使用的分辨率为800 * 450,每米将转换为10px。

另外box2Ds P(0/0)不在Screen的中间,它在屏幕上没有。它位于box2D世界的P(0/0)上,draw它位于中间或底部或你想要的任何位置。 同样,这是由Camera完成的。默认情况下Camera的P(0/0)位于Screen的中间位置,但您可以移动相机,因此它可能无处不在。

现在应该很清楚,你创建的shape不是&#34;超小&#34;,但你没有&#34;放大&#34;。如果你从几百米的距离观看它,一辆3米长的汽车看起来很小。如果你站在1米远的地方,你几乎无法一次看到整辆车,因为它比你的&#34; viewport&#34;更大。 我不确定关节/力量,但可能是,你的问题解决了,如果你放大&#34;放大&#34;通过使用相机。但我也错了,因为我从未使用过box2D ......

一些教程:

  1. IForce2D - Box2D,它是一个教程fpr C ++。但是通过阅读解释,你应该理解它,并能够在java / libgdx中实现它。
  2. Using Box2D in Libgdx Game,本教程向您展示如何使用box2D和libgdx创建游戏。通过了解如何将box2D与Libgdx连接起来确实很有帮助。