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我在这里有几个问题,它们可能相关也可能不相关。我有一个角色是登山者,它有躯干、左臂、右臂、左手和右手。每只手的手臂都有一个 SKPhysicsJointPin,每只手臂的躯干都有一个 SKPhysicsJointPin。除了两只手外,所有的手都受到重力的影响,所以身体从手上垂下来。我使用 SKAction 将每只手向上移动并将身体向上拉。一只手被锁定,而另一只手自由移动。锁定的手将代表“握住”岩石。我最初使用矩形来测试这一点。每当我“伸手”太远时,关节就会开始拉开。为了解决这个问题,我限制了一次可以达到多远以将关节保持在一起。我上传了一些图像来替换矩形,它们使用 alpha 蒙版来映射它们的真实形状。现在当我测试时,躯干向左摆动一点就会卡住。关节将开始伸展,手和手臂开始分开。有时它会清除所有这些并回忆起自己,但所有关节仍然会分开。

为什么从矩形切换到图像时会有这样的变化?这是一个错误吗?我怎样才能以不会像这样拉开的方式使用这些关节?我已经搞砸了所有设置,包括删除所有约束等等,但仍然是同样的问题。

        torso = (self.childNode(withName: "yeti_torso_1") as? SKSpriteNode)!
        //torso.physicsBody = SKPhysicsBody(texture: torso.texture!,size: torso.texture!.size())
        torso.physicsBody?.isDynamic = true
        torso.physicsBody?.usesPreciseCollisionDetection = true
        torso.physicsBody?.collisionBitMask = noCategory
        let constraint = SKConstraint.zRotation(SKRange(lowerLimit: degreesToRadians(degrees: -30.0), upperLimit: degreesToRadians(degrees: 30.0)))
        torso.constraints = [constraint]

        leftHand = (self.childNode(withName: "yeti_left_hand_regular") as? SKSpriteNode)!
        leftHand.physicsBody?.collisionBitMask = noCategory


        leftArm = (self.childNode(withName: "yeti_left_arm") as? SKSpriteNode)!
        leftArm.physicsBody?.collisionBitMask = noCategory
        leftArm.zPosition = 2

        rightHand = (self.childNode(withName: "yeti_right_hand_regular") as? SKSpriteNode)!
        rightHand.physicsBody?.collisionBitMask = noCategory


        rightArm = (self.childNode(withName: "yeti_right_arm") as? SKSpriteNode)!
        rightArm.physicsBody?.collisionBitMask = noCategory
        rightArm.zPosition = 2

         //Left Wrist Joint
         let leftWristJoint = SKPhysicsJointPin.joint(
           withBodyA: leftHand.physicsBody!,
           bodyB: leftArm.physicsBody!,
           anchor: CGPoint(
             x: leftHand.frame.midX-10,
             y: leftHand.frame.midY-10))
         leftWristJoint.shouldEnableLimits = true
         leftWristJoint.lowerAngleLimit = degreesToRadians(degrees: 0.0)
         leftWristJoint.upperAngleLimit = degreesToRadians(degrees: 90.0)
         leftWristJoint.frictionTorque = 1


         self.physicsWorld.add(leftWristJoint)


        //Right Wrist Joint
        let rightWristJoint = SKPhysicsJointPin.joint(
          withBodyA: rightHand.physicsBody!,
          bodyB: rightArm.physicsBody!,
          anchor: CGPoint(
            x: rightHand.frame.midX+10,
            y: rightHand.frame.midY-10))

        rightWristJoint.shouldEnableLimits = true
        rightWristJoint.lowerAngleLimit = degreesToRadians(degrees: 0.0)
        rightWristJoint.upperAngleLimit = degreesToRadians(degrees: 90.0)
        rightWristJoint.frictionTorque = 1

        self.physicsWorld.add(rightWristJoint)

        //Left Arm Joint
          let leftArmJoint = SKPhysicsJointPin.joint(
            withBodyA: torso.physicsBody!,
            bodyB: leftArm.physicsBody!,
            anchor: CGPoint(
              x: torso.frame.minX+100,
              y: torso.frame.maxY-110))
          leftArmJoint.shouldEnableLimits = true
         // leftArmJoint.lowerAngleLimit = degreesToRadians(degrees: -145.0)
          //leftArmJoint.upperAngleLimit = degreesToRadians(degrees: 80.0)
          leftArmJoint.frictionTorque = 1
          self.physicsWorld.add(leftArmJoint)

          //Right Arm Joint
          let rightArmJoint = SKPhysicsJointPin.joint(
            withBodyA: torso.physicsBody!,
            bodyB: rightArm.physicsBody!,
            anchor: CGPoint(
              x: torso.frame.maxX-50,
              y: torso.frame.maxY-110))
          rightArmJoint.shouldEnableLimits = true
          //rightArmJoint.lowerAngleLimit = degreesToRadians(degrees: -80.0)
         // rightArmJoint.upperAngleLimit = degreesToRadians(degrees: 145.0)
          rightArmJoint.frictionTorque = 1

          self.physicsWorld.add(rightArmJoint)

通过在屏幕上拖动来移动手以将手拉起来

        let td = CGVect(touchBegan,touchCurrent)
        let move = SKAction.move(by: td, duration: 0)
        hand.run(move)

SKPhysics关节针拉伸

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