我正在尝试制作2D游戏,并且被困于制作box2D主体和textureRegion以相同的速度旋转。我的tetxureRegion的旋转速度比box2D的主体快。我认为问题可能来自“ b2body.setAngularVelocity(-1)”和“ rotate(-1)”。有人请帮我....谢谢
public class VanishableBLock extends Sprite {
private World world;
private GameScreen screen;
public Body b2body;
public Vector2 velocity;
private float stateTime;
private TextureRegion picture;
private Rectangle rectangle;
public VanishableBLock(GameScreen screen, Rectangle rectangle) {
this.rectangle = rectangle;
this.world = screen.getWorld();
this.screen = screen;
setPosition((rectangle.getX()+rectangle.getWidth()/2) / MavisAdventure.PPM, (rectangle.getY() +rectangle.getHeight()/2)/ MavisAdventure.PPM);
setOrigin(rectangle.getWidth()/2/ MavisAdventure.PPM,rectangle.getHeight()/2/ MavisAdventure.PPM);
this.rectangle.height = rectangle.getHeight();
this.rectangle.width = rectangle.getWidth();
createVanishableBLock();
velocity = new Vector2(0, 0.08f);
picture = new TextureRegion(screen.getAtlas().findRegion("big_mario"), 80, 0, 16, 32);
stateTime = 0;
setRegion(picture);
setBounds(getX(), getY(), rectangle.getWidth() / MavisAdventure.PPM, rectangle.getHeight() / MavisAdventure.PPM);
}
public void createVanishableBLock()
{
BodyDef bdef = new BodyDef();
bdef.position.set(getX(),getY());
bdef.type = BodyDef.BodyType.DynamicBody;
b2body = world.createBody(bdef);
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox(rectangle.getWidth()/2/MavisAdventure.PPM, rectangle.getHeight()/2/MavisAdventure.PPM);
fdef.shape = shape;
fdef.density = 1000;
b2body.createFixture(fdef).setUserData(this);
}
public void update(float dt)
{
stateTime +=dt;
b2body.setAngularVelocity(-1);
rotate(-1); //these 2 cannot rotate at same speed
b2body.setLinearVelocity(velocity );
setPosition(b2body.getPosition().x - getWidth()/2, b2body.getPosition().y - getHeight()/2);
setRegion(picture);
}
public void draw(Batch batch)
{
super.draw(batch);
}
答案 0 :(得分:0)
旋转(浮动度)
设置精灵相对于当前旋转的旋转角度。
,并来自docs for b2Body:
void b2Body :: SetAngularVelocity(float32 omega)
设置角速度。
参数
Ω新的角速度(弧度/秒)。
因此,一种方法期望弧度,而另一种方法期望度。您必须转换您的价值。
两个弧度的度数为b2body.setAngularVelocity(-1 * 180.f / PI);
或弧度:rotate(-1 * PI / 180.f);
其中PI
是保存π值的最终静态值。
此外,这些方法还具有不同的作用:设置速度,设置相对旋转角度。即使在固定参数之后,如果您获得相同的结果,也只能靠运气,只有当您每隔一帧调用这些并且帧持续时间与box2d角速度完全匹配(意味着它每帧精确地旋转Ω)时,这种情况才会发生。>
我建议将b2Body对象的实际角度复制到sprite中,而不是让物理引擎和渲染引擎都计算旋转角度。物理引擎应有权控制对象的位置和旋转,而渲染器应仅渲染。像这样:
setRotation(b2body.getAngle() * 180.f / PI);