[英]applyLinearImpulse not working (Box2d)?
我正在使用ContactListener
偵聽任何接觸,並且如果在球與地面之間檢測到碰撞,則該球應獲得向上的沖動,這在ContactListener
類的void endContact()
函數中提供。 但是,對於任何沖動值,這種沖動根本沒有作用。 對於任何沖量值,球都會以相同的距離反彈。 我究竟做錯了什么。 這是完整的代碼:
public class Game implements ApplicationListener {
World world ;
Box2DDebugRenderer debugRenderer;
OrthographicCamera camera;
static final float BOX_STEP=1/60f;
static final int BOX_VELOCITY_ITERATIONS=8;
static final int BOX_POSITION_ITERATIONS=3;
static final float WORLD_TO_BOX=0.01f;
static final float BOX_WORLD_TO=100f;
Rectangle ball;
Body body;
@Override
public void create() {
world = new World(new Vector2(0, -100), true);
camera = new OrthographicCamera();
camera.viewportHeight = 480;
camera.viewportWidth = 800;
camera.position.set(camera.viewportWidth * .5f, camera.viewportHeight * .5f, 0f);
camera.update();
//Ground body
BodyDef groundBodyDef =new BodyDef();
groundBodyDef.position.set(new Vector2(0, 10));
Body groundBody = world.createBody(groundBodyDef);
PolygonShape groundBox = new PolygonShape();
groundBox.setAsBox((camera.viewportWidth) * 2, 10.0f);
groundBody.createFixture(groundBox, 0.0f);
//Dynamic Body
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(camera.viewportWidth / 8, camera.viewportHeight / 2);
body = world.createBody(bodyDef);
// create a Rectangle to logically represent the ball
CircleShape dynamicCircle = new CircleShape();
dynamicCircle.setRadius(40f);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = dynamicCircle;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.0f;
fixtureDef.restitution =1f;
body.createFixture(fixtureDef);
debugRenderer = new Box2DDebugRenderer();
listener listener1=new listener();
world.setContactListener(listener1);
}
@Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
debugRenderer.render(world, camera.combined);
world.step(BOX_STEP, BOX_VELOCITY_ITERATIONS, BOX_POSITION_ITERATIONS);
}
class listener implements ContactListener
{
@Override
public void beginContact(Contact contact) {
// TODO Auto-generated method stub
}
@Override
public void endContact(Contact contact) {
// TODO Auto-generated method stub
body.applyLinearImpulse(0, 500000f, body.getWorldCenter().x, body.getWorldCenter().y, true);
//body.setLinearVelocity(0,50000000);
System.out.println("Collision detected");
}
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
// TODO Auto-generated method stub
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
// TODO Auto-generated method stub
}
};
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
}
}
在原始的C ++版本中,EndContact在Step函數內部被調用,這是您無法更改世界上任何東西的時間,因為引擎仍在使用它。 我認為Java版本是相同的。 您可能需要記下球已反彈的事實,並在步驟完成后施加脈沖。
對沖動沒有影響的原因是您嘗試在端接法中施加沖動。
在box2d ContactListener方法中,無法更改主體的屬性或位置。
你可以這樣
boolean b;
@Override
public void endContact(Contact contact) {
// TODO Auto-generated method stub
//body.applyLinearImpulse(0, 500000f, body.getWorldCenter().x, body.getWorldCenter().y, true);
//body.setLinearVelocity(0,50000000);
b = true;
System.out.println("Collision detected");
}
在您更新方法.....
if(b)
{
body.applyLinearImpulse(0, 500000f, body.getWorldCenter().x, body.getWorldCenter().y, true);
}
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