我已经开始使用绳索物理。不知何故,我使用旋转关节创建了绳索。我已经实现了一根绳子与一个圆形 b2body 相连,现在我想将绳子的一端固定在屏幕顶部,但我使用了动态主体,所以我很难将它固定在屏幕顶部。我真的需要对此有帮助,我从最近几天开始坚持这个。
这是我的动态身体:
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
b2Vec2 startPos = [self toMeters:ccp(s.width/2 ,s.height)];
bodyDef.position = startPos;
b2FixtureDef fixtureDef;
fixtureDef.density = 0.1;
b2PolygonShape polygonShape;
polygonShape.SetAsBox(linkWidth,linkHeight);
fixtureDef.shape = &polygonShape;
关节:
b2Body* mylink = world->CreateBody( &bodyDef1 );
mylink->CreateFixture( &fixtureDef1 );
b2RevoluteJointDef revoluteJointDef;
revoluteJointDef.bodyA = mylink;
revoluteJointDef.bodyB = link;
revoluteJointDef.localAnchorA.Set( 0, linkHeight);
revoluteJointDef.localAnchorB.Set( 0, -linkHeight);
绳索机构:
for (int i = 0; i < 10; i++) {
b2Body* newLink = world->CreateBody( &bodyDef );
newLink->CreateFixture( &fixtureDef );
PhysicsSprite* segmentSprite = [PhysicsSprite spriteWithFile:@"rope_seg_new2.png"];
[self addChild:segmentSprite];
[segmentSprite setPhysicsBody:link];
revoluteJointDef.bodyA = link;
revoluteJointDef.bodyB = newLink;
world->CreateJoint( &revoluteJointDef );
link = newLink; //prepare for next iteration
}
最后我以这种方式连接我的圆形动态体:
PhysicsSprite* circleBodySprite = [PhysicsSprite spriteWithFile:@"medal1.png"];
[self addChild:circleBodySprite z:1];
b2CircleShape circleShape;
circleShape.m_radius = circleBodySprite.contentSize.width/2 / PTM_RATIO;
fixtureDef.shape = &circleShape;
fixtureDef.density =0.5;
b2Body* chainBase =world->CreateBody( &bodyDef );
chainBase->CreateFixture( &fixtureDef );
[circleBodySprite setPhysicsBody:chainBase];
balloon = chainBase;
//another revolute joint to connect the chain(of ropes ) to the circle
revoluteJointDef.bodyA = link; //the last added link of the chain
revoluteJointDef.bodyB = chainBase;
//the regular position for chain link joints, as above
revoluteJointDef.localAnchorA.Set(0,linkWidth);
//a little in from the edge of the circle
revoluteJointDef.localAnchorB.Set(0,linkWidth);
world->CreateJoint( &revoluteJointDef );
//toMeters 在这里调用
-(b2Vec2) toMeters:(CGPoint)point { return b2Vec2(point.x / PTM_RATIO, point.y / PTM_RATIO);
}
请帮忙 ..