我有一个带有一堆圆圈的 2D 物理沙箱,这些圆圈在接触时会调整大小(越大的越大,越小的越小)。我可以很好地调整精灵的大小,而且我知道您无法缩放 B2Body - 您需要销毁它并重新创建它,但我对 Box2D 还不够熟悉,无法做到这一点。
这是我正在做的调整精灵大小的方法:
std::vector<MyContact>::iterator pos;
for(pos = _contactListener->_contacts.begin();
pos != _contactListener->_contacts.end(); ++pos) {
MyContact contact = *pos;
b2Body *bodyA = contact.fixtureA->GetBody();
b2Body *bodyB = contact.fixtureB->GetBody();
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL) {
PaintBlob *spriteA = (PaintBlob *) bodyA->GetUserData();
PaintBlob *spriteB = (PaintBlob *) bodyB->GetUserData();
NSLog(@"spriteA: %@ is touching spriteB: %@", spriteA, spriteB);
if((spriteA.scale > spriteB.scale) && (spriteB.scale > 0)){
spriteA.scale = spriteA.scale + kSCALE_INCREMENT;
spriteB.scale = spriteB.scale - kSCALE_INCREMENT;
}else if (spriteA.scale >0) {
spriteB.scale = spriteB.scale + kSCALE_INCREMENT;
spriteA.scale = spriteA.scale - kSCALE_INCREMENT;
}
}
}
如何调整(销毁/重新创建)Box2D 主体(b2CircleShape?)的大小。
我认为这就是你在 C 中的做法 - 来自emanueleferonato.com(我不够开明,无法理解 C):
// if I selected a body...
if (body) {
// I know it's a circle, so I am creating a b2CircleShape variable
var circle:b2CircleShape=body.GetShapeList() as b2CircleShape;
// getting the radius..
var r=circle.GetRadius();
// removing the circle shape from the body
body.DestroyShape(circle);
// creating a new circle shape
var circleDef:b2CircleDef;
circleDef = new b2CircleDef();
// calculating new radius
circleDef.radius=r*0.9;
circleDef.density=1.0;
circleDef.friction=0.5;
circleDef.restitution=0.2;
// attach the shape to the body
body.CreateShape(circleDef);
// determine new body mass
body.SetMassFromShapes();
}
return body;