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c++ - Box2d SetLinearVelocity 奇怪的问题

转载 作者:行者123 更新时间:2023-11-28 07:27:26 24 4
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我试图让一个 b2body 对象以恒定的速度跟随触摸位置,但我在“y”轴上遇到问题, body 在该轴上到达“屏幕的另一半”上的位置就像镜像一样……不过“x”轴很好。(我使用的是cocos2d 1.0.0)

这里是所有的代码:

HelloWorldLayer.h

#import "cocos2d.h"
#import "Box2D.h"

#define PTM_RATIO 32.0

@interface HelloWorldLayer : CCLayer {
b2World *_world;
b2Body *_body;
CCSprite *_ball;
}

+ (id) scene;

@end

HelloWorldLayer.m

#import "HelloWorldLayer.h"
#import "CGPointExtension.h"

static CGPoint location;

@implementation HelloWorldLayer

+ (id)scene {

CCScene *scene = [CCScene node];
HelloWorldLayer *layer = [HelloWorldLayer node];
[scene addChild:layer];
return scene;

}

- (id)init {

if ((self=[super init])) {
CGSize winSize = [CCDirector sharedDirector].winSize;

// Create sprite and add it to the layer
_ball = [CCSprite spriteWithFile:@"ball.png" rect:CGRectMake(0, 0, 52, 52)];
_ball.position = ccp(100, 300);
[self addChild:_ball];

// Create a world
b2Vec2 gravity = b2Vec2(0.0f, 0.0f);
_world = new b2World(gravity);

// Create edges around the entire screen
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);

b2Body *groundBody = _world->CreateBody(&groundBodyDef);
b2EdgeShape groundEdge;
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &groundEdge;

//wall definitions
groundEdge.Set(b2Vec2(0,0), b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);

groundEdge.Set(b2Vec2(0,0), b2Vec2(0,winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);

groundEdge.Set(b2Vec2(0, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);

groundEdge.Set(b2Vec2(winSize.width/PTM_RATIO, winSize.height/PTM_RATIO),
b2Vec2(winSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);

// Create ball body and shape
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(100/PTM_RATIO, 300/PTM_RATIO);
ballBodyDef.userData = _ball;
_body = _world->CreateBody(&ballBodyDef);

b2CircleShape circle;
circle.m_radius = 26.0/PTM_RATIO;

b2FixtureDef ballShapeDef;
ballShapeDef.shape = &circle;
ballShapeDef.density = 1.0f;
ballShapeDef.friction = 0.2f;
ballShapeDef.restitution = 0.8f;
_body->CreateFixture(&ballShapeDef);

[self schedule:@selector(tick:)];
[self setTouchEnabled:YES];
[self setAccelerometerEnabled:YES];
}
return self;
}

- (void)tick:(ccTime) dt {

int32 velocityIterations = 8;
int32 positionIterations = 1;
_world->Step(dt, velocityIterations, positionIterations);

for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *ballData = (CCSprite *)b->GetUserData();
ballData.position = ccp(b->GetPosition().x * PTM_RATIO,
b->GetPosition().y * PTM_RATIO);
ballData.rotation = 1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}

}

-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{

UITouch *touch = [[event allTouches] anyObject];
location = [touch locationInView:touch.view];
NSLog(@"%@", NSStringFromCGPoint(location));


}
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{

UITouch *touch = [[event allTouches] anyObject];
location = [touch locationInView:touch.view];

[self schedule:@selector(asd:)];


}

-(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{

// [self unschedule:@selector(asd:)];
// _body->SetLinearVelocity(b2Vec2(0,0));
// _body->SetAngularVelocity(0);
//_body->SetActive(false);
}

-(void)asd:(ccTime) dt {

NSLog(@"%@", NSStringFromCGPoint(location));

//float ca = location.y;

b2Vec2 convertedLocation = b2Vec2(location.x/PTM_RATIO - _body->GetPosition().x, location.y/PTM_RATIO - _body->GetPosition().y);

//b2Vec2 toTouchPoint = convertedLocation - _body->GetPosition();

convertedLocation.Normalize();
b2Vec2 impulse = 5 * convertedLocation;

_body->SetLinearVelocity(impulse);

// _body->ApplyLinearImpulse(_body->GetMass() * impulse, _body->GetWorldCenter());




}


- (void)dealloc {
delete _world;
_body = NULL;
_world = NULL;
[super dealloc];
}

@end

提前致谢!

最佳答案

当您使用 locationInView 通过触摸获取位置时,原点位于左上角。在 cocos2D 中,原点位于左下角。你可以翻转 y 值。或者您可以使用 CCDirector 的 ConvertToGL 函数。我更喜欢后者,主要是因为它可以处理所有纵向和横向模式。

CGPoint loc = [touch locationInView:touch.view]
location = [[CCDirector sharedDirector] convertToGL:loc];

关于c++ - Box2d SetLinearVelocity 奇怪的问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/18499255/

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