[英]Libgdx box2d body overlaps with sprite
我一直對代碼感到困惑,從不做像素到測量儀表,到現在幾乎有了人體和精靈,我已經取得了很大進步,但是我發現我似乎無法弄清楚哪里我錯了。
從圖像中可以看到,身體偏離了實際的精靈,我預感它可能是起源,因為差異很小,但是我似乎無法弄清楚如何使其一致。
我的創建方法
public class Physics1 extends ApplicationAdapter implements InputProcessor {
SpriteBatch batch;
Sprite sprite;
Texture img;
World world;
Body body;
Box2DDebugRenderer debugRenderer;
Matrix4 debugMatrix;
OrthographicCamera camera;
Vector2 bodyOrigin;
float torque = 0.0f;
boolean drawSprite = true;
final float PIXELS_TO_METERS = 100f;
final float WORLD_WIDTH =100;
final float WORLD_HEIGHT=100;
@Override
public void create() {
Assets.instance.init(new AssetManager());
batch = new SpriteBatch();
bodyOrigin = new Vector2();
sprite = new Sprite();
sprite.setRegion(Assets.instance.tyre.tyre);
sprite.setSize(12,12);
sprite.setOrigin(sprite.getWidth()/2, sprite.getHeight()/2);
sprite.setPosition(50-sprite.getWidth()/2,25);
Gdx.app.log("Physics1", "Sprite positions"+ -sprite.getWidth()/2+ " ,"+ -sprite.getHeight()/2);
world = new World(new Vector2(0, 0f),true);
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.DynamicBody;
BodyEditorLoader load = new BodyEditorLoader(Gdx.files.internal("levels/pittstop.json"));
bodyDef.position.set(sprite.getX()/PIXELS_TO_METERS,sprite.getY()/PIXELS_TO_METERS);
Gdx.app.log("Physics1", "Body positions calculations"+ sprite.getX() +" "+ sprite.getWidth()/2);
Gdx.app.log("Physics1", "Body positions"+ bodyDef.position);
body = world.createBody(bodyDef);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.density = 0.1f;
fixtureDef.friction = 0.0f;
fixtureDef.restitution = 0.0f;
float scale =0.2f;
load.attachFixture(body, "tyre", fixtureDef, scale);
Gdx.app.log("Physics1"," Orgin of body" +load.getOrigin("tyre", scale).cpy());
bodyOrigin = load.getOrigin("tyre", scale).cpy();
body.setUserData("tyre");
Gdx.input.setInputProcessor(this);
debugRenderer = new Box2DDebugRenderer();
camera = new OrthographicCamera(WORLD_WIDTH,WORLD_HEIGHT);
Gdx.app.log("Physics1", "camera "+ camera.viewportWidth+" "+camera.viewportHeight);
camera.position.set(WORLD_WIDTH / 2f, WORLD_HEIGHT / 2f, 0);
Gdx.app.log("Physics1", "camera "+ camera.viewportWidth+" "+camera.viewportHeight);
}
我的渲染方法
public void render() {
camera.update();
world.step(1f/60f, 6, 2);
body.applyTorque(torque,true);
sprite.setPosition((body.getPosition().x * PIXELS_TO_METERS),
(body.getPosition().y * PIXELS_TO_METERS))
;
sprite.setRotation((float)Math.toDegrees(body.getAngle()));
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
debugMatrix = batch.getProjectionMatrix().cpy().scale(PIXELS_TO_METERS,
PIXELS_TO_METERS, 0);
batch.begin();
if(drawSprite)
batch.draw(sprite, sprite.getX(), sprite.getY(),bodyOrigin.x,
bodyOrigin.y,
sprite.getWidth(),sprite.getHeight(),sprite.getScaleX(),sprite.
getScaleY(),sprite.getRotation());
batch.end();
debugRenderer.render(world, debugMatrix);
}
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