我试图了解Box2D物理引擎。我在libgx中使用它,然后面临问题。当我从像素转换为仪表时,只绘制了大对象。这样说:
public class GameScreen implements Screen{
static int PPM = 100;
Box2DDebugRenderer debugRenderer;
World w = new World(new Vector2(0,-0.981f),true);
OrthographicCamera cam;
public static Body createDynamicBody(World world, int x, int y, int w,
int h, int density, int scale) {
BodyDef def = new BodyDef();
def.type = BodyDef.BodyType.DynamicBody;
def.position.set(x/scale,y/scale);
Body b = world.createBody(def);
FixtureDef fdef =new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox((w/2)/scale,(h/2)/scale);
fdef.shape = shape;
b.createFixture(fdef);
return b;
}
// initialized when Screen is loaded
@Override
public void show() {
cam = new OrthographicCamera();
font = new BitmapFont();
debugRenderer = new Box2DDebugRenderer();
cam.setToOrtho(false,800,480);
debugRenderer = new Box2DDebugRenderer();
// this body is not drawn
Body b = createDynamicBody(w,200,200,150,150,5, PPM);
// this body is drawn
Body b2 = createDynamicBody(w,200,200,200,200,5, PPM);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0.2f,0.1f,0.7f,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
debugRenderer.render(w,camera.combined.cpy().scale(PPM,PPM,0));
w.step(1/60f,6,2);
}
}
在您创建的动力体中,您使用的是int for比例。这会导致您在分裂时失去精度。简单地用浮子刻度替换int秤,它应该起作用。
public static Body createDynamicBody(World world, int x, int y, int w,
int h, int density, float scale)