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我正在尝试创建一个围绕 Box2D 中的静态物体运行的动态物体。我有一个零重力世界,一个DistanceJoint连接两个物体的世界。我已经消除了身体和关节的所有摩擦和阻尼,并且正在对动态身体应用初始线速度。结果是物体开始绕轨道运行,但它的速度随着时间的推移而减小——我不希望在没有摩擦的零重力环境中出现这种情况。

难道我做错了什么?是否应该在每一步重新创建线速度,或者我可以将这项工作委托给 Box2D?

以下是相关代码:

// positions of both bodies

Vector2 planetPosition = new Vector2(x1 / Physics.RATIO, y1 / Physics.RATIO);
Vector2 satellitePosition = new Vector2(x2 / Physics.RATIO, y2 / Physics.RATIO);


// creating static body

BodyDef planetBodyDef = new BodyDef();
planetBodyDef.type = BodyType.StaticBody;
planetBodyDef.position.set(planetPosition);
planetBodyDef.angularDamping = 0;
planetBodyDef.linearDamping = 0;

planetBody = _world.createBody(planetBodyDef);

CircleShape planetShapeDef = new CircleShape();
planetShapeDef.setRadius(40);

FixtureDef planetFixtureDef = new FixtureDef();
planetFixtureDef.shape = planetShapeDef;
planetFixtureDef.density = 0.7f;
planetFixtureDef.friction = 0;

planetBody.createFixture(planetFixtureDef);

// creating dynamic body

BodyDef satelliteBodyDef = new BodyDef();
satelliteBodyDef.type = BodyType.DynamicBody;
satelliteBodyDef.position.set(satellitePosition);
satelliteBodyDef.linearDamping = 0;
satelliteBodyDef.angularDamping = 0;

satelliteBody = _world.createBody(satelliteBodyDef);

CircleShape satelliteShapeDef = new CircleShape();
satelliteShapeDef.setRadius(10);

FixtureDef satelliteFixtureDef = new FixtureDef();
satelliteFixtureDef.shape = satelliteShapeDef;
satelliteFixtureDef.density = 0.7f;
satelliteFixtureDef.friction = 0;

satelliteBody.createFixture(satelliteFixtureDef);

// create DistanceJoint between bodies

DistanceJointDef jointDef = new DistanceJointDef();        
jointDef.initialize(satelliteBody, planetBody, satellitePosition, planetPosition);
jointDef.collideConnected = false;
jointDef.dampingRatio = 0;

_world.createJoint(jointDef);

// set initial velocity

satelliteBody.setLinearVelocity(new Vector2(0, 30.0f)); // orthogonal to the joint
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2 回答 2

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从物理上讲,你是对的。能量守恒应确保身体的速度保持恒定。

但是,Box2D 不能完美地代表物理。每一帧都会有一个小错误,这些错误加起来。我不知道 Box2D 如何处理关节,但如果它将对象的位置投影到一个圆圈上,这将导致在一帧期间行进的距离略小于没有关节时的距离。

底线:期望速度与您开始时完全相同是不合理的,您需要进行补偿。根据您的需要,您可以手动设置每帧的速度,也可以使用固定在行星上的旋转接头和电机。

于 2010-08-12T15:56:19.770 回答
0

尝试检查 linearDamping 和 angularDamping 数字并使它们为零。这可能会解决问题

于 2011-10-04T13:35:23.580 回答