我正在使用box2d 2.1.2和cocos2d 0.99.4
在我的世界里,一切都很轻, 扔石头或盒子没有感觉! 一切都以同样的速度慢慢下降
b2Vec2 gravity; gravity.Set(0.0f, -10.0f); bool doSleep = true; world = new b2World(gravity, doSleep);
和我的对象:
b2BodyDef *TBodyDef = new b2BodyDef;
TBodyDef->position.Set(100, 200);
b2Body *TBody = world->CreateBody(TBodyDef);
TBody->SetType(b2_dynamicBody);
TBody->SetAwake(true);
b2CircleShape TCircleShape;
TCircleShape.m_radius = 20;
b2FixtureDef TFixtureDef;
TFixtureDef.shape = &TCircleShape;
TFixtureDef.friction = 0.1;
TFixtureDef.density = 0.1;
TFixtureDef.restitution = 1;
TFixtureDef.filter.categoryBits = COLLISION_BIT_GP;
TFixtureDef.filter.maskBits = COLLISION_BIT_TERRAIN;
TBody->CreateFixture(&TFixtureDef);
b2BodyDef *TBodyDef1 = new b2BodyDef;
TBodyDef1->position.Set(200, 200);
b2Body *TBody1 = world->CreateBody(TBodyDef1);
TBody1->SetType(b2_dynamicBody);
TBody1->SetAwake(true);
b2CircleShape TCircleShape1;
TCircleShape1.m_radius = 20;
b2FixtureDef TFixtureDef1;
TFixtureDef1.shape = &TCircleShape;
TFixtureDef1.friction = 0.1;
TFixtureDef1.density = 0.5;
TFixtureDef1.restitution = 1;
TFixtureDef1.filter.categoryBits = COLLISION_BIT_GP;
TFixtureDef1.filter.maskBits = COLLISION_BIT_TERRAIN;
TBody1->CreateFixture(&TFixtureDef1);
和我的步骤:
int32 velocityIterations = 8;
int32 positionIterations = 3;
world->Step(dt, velocityIterations, positionIterations);
密度不会改变坠落的速度。 是什么让它像这样流动: link text
谢谢你的帮助
答案 0 :(得分:4)
物体密度不会影响它所处的速度。
否定空气阻力和其他通常可以忽略不计的效果,所有物体都会以相同的速度下降。
如何测试:拿起一些灯(例如你的朋友iPhone 4)和重物(你的旧CRT)并在同一时间将它们从窗口中取出。