我正在尝试使用 libgdx 和 box2d 用 java 制作一辆可移动的汽车;我做了一辆车,m_car,位置设置在车的中间。在每一步中,我都会获取 m_car 的当前位置,并随着汽车的宽度/高度减小该值,所以我有左下角。在平直的地面上,它显示得很好,纹理应该在哪里,但是当地面有角度时,纹理位于汽车的下方或上方。我不明白TextureRegion是如何工作的,我认为当角度不为0时,我没有很好地绘制点,我不知道如何解决它。请帮帮我:) Ty。
编辑:
我的代码一团糟,它不是一个实际的项目,它是一个想法,我拿了一些碎片,把它们放下来看看它们是如何工作的,所以当我开始这个项目时,我就知道该怎么做了,这是我的汽车声明:
private void car2(){
m_hz = 5.0f;
m_zeta = 0.7f;
m_speed = 50.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
part1(bd);
part2(bd);
part3(bd);
wheels(bd);
m_car.setAwake(true);
}
private void part3(BodyDef bd) {
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.01f, 0.35f,new Vector2(1.01f - 3, 4.85f - 4), 0);
m_car.createFixture(shape, 1.0f);
}
private void part1(BodyDef bd){
PolygonShape chassis = new PolygonShape();
Vector2 vertices[] = new Vector2[6];
vertices[0] = new Vector2(-2, -0.5f);
vertices[1] = new Vector2(-2, 0.5f);
vertices[2] = new Vector2(1.25f, 0.5f);
vertices[3] = new Vector2(2.5f, 0.15f);
vertices[4] = new Vector2(2.5f, -0.5f);
vertices[5] = new Vector2(-2, -0.5f);
chassis.set(vertices);
bd.position.set(new Vector2(3, 4));
m_car = m_world.createBody(bd);
m_car.createFixture(chassis, 1.0f);
}
private void part2(BodyDef bd){
PolygonShape chassis = new PolygonShape();
Vector2 vertices[] = new Vector2[5];
vertices[0] = new Vector2(3, 4.5f);
vertices[1] = new Vector2(3, 5.25f);
vertices[2] = new Vector2(3.80f, 5.25f);
vertices[3] = new Vector2(4.25f, 4.5f);
vertices[4] = new Vector2(3, 4.5f);
for (int i = 0; i < 5; ++ i){
vertices[i].x -= 3;
vertices[i].y -= 4;
}
chassis.set(vertices);
//m_car = m_world.createBody(bd);
m_car.createFixture(chassis, 1.0f);
}
private void wheels(BodyDef bd){
CircleShape circle = new CircleShape();
circle.setRadius(0.4f);
FixtureDef fd = new FixtureDef();
fd.shape = circle;
fd.density = 1.0f;
fd.friction = 0.9f;
bd.position.set(2f, 3.5f);
m_wheel1 = m_world.createBody(bd);
m_wheel1.createFixture(fd);
bd.position.set(4.5f, 3.5f);
m_wheel2 = m_world.createBody(bd);
m_wheel2.createFixture(fd);
WheelJointDef jd = new WheelJointDef();
Vector2 axis = new Vector2(1.0f, 0.5f);
jd.initialize(m_car, m_wheel1, m_wheel1.getPosition(), axis);
jd.motorSpeed = 0.0f;
jd.maxMotorTorque = 20.0f;
jd.enableMotor = true;
jd.frequencyHz = m_hz;
jd.dampingRatio = m_zeta;
m_spring1 = (WheelJoint) m_world.createJoint(jd);
jd.initialize(m_car, m_wheel2, m_wheel2.getPosition(), axis);
jd.motorSpeed = 0.0f;
jd.maxMotorTorque = 10.0f;
jd.enableMotor = false;
jd.frequencyHz = m_hz;
jd.dampingRatio = m_zeta;
m_spring2 = (WheelJoint) m_world.createJoint(jd);
}
一些解释:为什么我有 for 顶点来法令 3 和 4 ?我不知道如果我将位置设置为bodydef,顶点认为该点为0、0,当我发现时,我更容易减少(因为它只是为了测试,看看它是如何工作的)
这就是我的画法:
float angle = (float) Math.toDegrees(m_car.getAngle());
batch.draw(textureRegion, x, y, 3f, 4f,
4.5f, 2.75f, 1f, 0.61f, angle);