我需要为身体创建椭圆形状,但不明白如何在 box2d 中制作它。
任何想法如何不使用b2PolygonShape
大量顶点来做到这一点。
** 选项1 **
使用带有两个固定装置的身体:第一个是中心圆形,以赋予身体一些质量。第二个是椭圆,其顶点由链形组成。
第一个fixture 可以让你让body 像一个有质量的body 一样工作,而第二个fixture 可以让你正确处理碰撞。
我最近做了一个轮盘赌的例子。我发布了下面的代码来创建它。将半径的常量值 (OUTER_RADIUS) 替换为在 wikipedia 上找到的椭圆的极坐标形式。
void MainScene::CreateBody()
{
const float32 INNER_RADIUS = 2.50;
const float32 OUTER_RADIUS = 3.0;
const float32 BALL_RADIUS = 0.1;
const uint32 DIVISIONS = 36;
Vec2 position(0,0);
// Create the body.
b2BodyDef bodyDef;
bodyDef.position = position;
bodyDef.type = b2_dynamicBody;
_body = _world->CreateBody(&bodyDef);
assert(_body != NULL);
// Now attach fixtures to the body.
FixtureDef fixtureDef;
fixtureDef.density = 1.0;
fixtureDef.friction = 1.0;
fixtureDef.restitution = 0.9;
fixtureDef.isSensor = false;
// Inner circle.
b2CircleShape circleShape;
circleShape.m_radius = INNER_RADIUS;
fixtureDef.shape = &circleShape;
_body->CreateFixture(&fixtureDef);
// Outer shape.
b2ChainShape chainShape;
vector<Vec2> vertices;
const float32 SPIKE_DEGREE = 2*M_PI/180;
for(int idx = 0; idx < DIVISIONS; idx++)
{
float32 angle = ((M_PI*2)/DIVISIONS)*idx;
float32 xPos, yPos;
xPos = OUTER_RADIUS*cosf(angle);
yPos = OUTER_RADIUS*sinf(angle);
vertices.push_back(Vec2(xPos,yPos));
}
vertices.push_back(vertices[0]);
chainShape.CreateChain(&vertices[0], vertices.size());
fixtureDef.shape = &chainShape;
_body->CreateFixture(&fixtureDef);
}
您还可以查看此帖子以了解轮盘赌(加上图片优势)解决方案。
选项#2 您可以创建一个三角形风扇,而不是使用链/边缘形状。获得椭圆的顶点后,您可以执行以下操作:
b2Vec2 triVerts[3];
triVerts[0] = Vec2(0,0);
for(int idx = 1; idx < vertices.size(); idx++)
{
b2PolygonShape triangle;
fixtureDef.shape = ▵
// Assumes the vertices are going around
// the ellipse clockwise as angle increases.
triVerts[1] = vertices[idx-1];
triVerts[2] = vertices[idx];
triangle.Set(triVerts,3);
_body->CreateFixture(&fixtureDef);
}
这个有帮助吗?