在我的问题面前,我的英语很冒险......
在我的 libgdx 应用程序中,我实现了 Box2D。所以我创建了一个 World 并添加了 2 个 Body。第一个 Body 是一个 PolygonShape 设置为盒子,它是静态的并且在我的世界中间旋转。第二个身体只是一个圆圈,它是动态的,落在第一个身体的顶部。当下降的圆圈与盒子碰撞时,我创建了一个 WeldJoint 并期望,圆圈现在也随着盒子旋转......但大约 20 度后,圆圈停止在盒子内旋转并且不要移动再...
我的代码:
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.StaticBody;
bodyDef.position.set(10, 8);
mainBox = world.createBody(bodyDef);
PolygonShape polygonShape = new PolygonShape();
polygonShape.setAsBox(1, .5F);
mainBox.createFixture(polygonShape, 1);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = polygonShape;
fixtureDef.density = .1F;
fixtureDef.friction = .5F;
fixtureDef.restitution = .2F;
Fixture f = mainBox.createFixture(fixtureDef);
f.setUserData("mainbox");
mainBox.setUserData("mainbox");
/* ------------------------------------------------------------------------------------------ */
bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(10, 20);
shootBall = world.createBody(bodyDef);
shootBall.setUserData("shootball");
CircleShape circleShape = new CircleShape();
circleShape.setRadius(.2F);
fixtureDef = new FixtureDef();
fixtureDef.shape = circleShape;
fixtureDef.density = .5F;
fixtureDef.friction = .5F;
fixtureDef.restitution = .3F;
f = shootBall.createFixture(fixtureDef);
f.setUserData("shootball");
circleShape.dispose();
world.setContactListener(new ContactListener(){
@Override
public void beginContact(Contact contact) {
if(contact.getFixtureA().getBody().getUserData().equals("mainbox") && contact.getFixtureB().getBody().getUserData().equals("shootball")){
contact.getFixtureA().getBody().setUserData("createjoint");
System.out.println("contact!");
}
}
在我的渲染循环中:
if(mainBox.getUserData().equals("createjoint")){
WeldJointDef jointDef = new WeldJointDef();
jointDef.bodyA = mainBox;
jointDef.bodyB = shootBall;
jointDef.initialize(mainBox, shootBall, mainBox.getPosition());
world.createJoint(jointDef);
mainBox.setUserData("mainbox");
}
忽略不好的代码,它只是为了测试......
谢谢 :)