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  • Box2d引擎之元素

    主要包括:

    • 简单形状的物体,如矩形、圆、多边形
    • 复杂的由多个形状组成的物体
    • 结合点,如连接多个物体的旋转结合点
    • 接触监听器

    一、简单形状的物体

    1. 矩形

      1. function createRectangularBody(){
        var bodyDef = new b2BodyDef;
        bodyDef.type = b2Body.b2_dynamicBody;
        bodyDef.position.x = 40/scale;
        bodyDef.position.y = 100/scale;

        var fixtureDef = new b2FixtureDef;
        fixtureDef.density = 1.0;
        fixtureDef.friction = 0.5;
        fixtureDef.restitution = 0.3;

        fixtureDef.shape = new b2PolygonShape;
        fixtureDef.shape.SetAsBox(30/scale,50/scale);

        var body = world.CreateBody(bodyDef);
        var fixture = body.CreateFixture(fixtureDef);
        }
      1. function createCircularBody(){
        var bodyDef = new b2BodyDef;
        bodyDef.type = b2Body.b2_dynamicBody;
        bodyDef.position.x = 5;
        bodyDef.position.y = 3.3;

        var fixtureDef = new b2FixtureDef;
        fixtureDef.density = 1.0;
        fixtureDef.friction = 0.5;
        fixtureDef.restitution = 0.7;

        fixtureDef.shape = new b2CircleShape(1);

        var body = world.CreateBody(bodyDef);
        var fixture = body.CreateFixture(fixtureDef);

        }
    2. 多边形

    function createSimplePolygonBody(){
    var bodyDef = new b2BodyDef;
    bodyDef.type = b2Body.b2_dynamicBody;
    bodyDef.position.x = 8;
    bodyDef.position.y = 1.66;

    var fixtureDef = new b2FixtureDef;
    fixtureDef.density = 1.0;
    fixtureDef.friction = 0.5;
    fixtureDef.restitution = 0.2;

    fixtureDef.shape = new b2PolygonShape;
    //必须按顺时针方向创建一个顶点数组
    var points = [
    new b2Vec2(0,0),
    new b2Vec2(40/scale,50/scale),
    new b2Vec2(50/scale,100/scale),
    new b2Vec2(-50/scale,100/scale),
    new b2Vec2(-40/scale,50/scale),
    ]
    //调用SetAsArray来使用顶点数组定义形状
    fixtureDef.shape.SetAsArray(points,points.length);

    var body= world.CreateBody(bodyDef);
    var fixture = body.CreateFixture(fixtureDef);

    }

    二、复杂的由多个形状组成的物体

    function createComplexBody(){
    var bodyDef = new b2BodyDef;
    bodyDef.type = b2Body.b2_dynamicBody;
    bodyDef.position.x = 11.5;
    bodyDef.position.y = 2;
    var body = world.CreateBody(bodyDef);

    //创建第一个载具并为物体添加圆形状
    var fixtureDef = new b2FixtureDef;
    fixtureDef.density = 1.0;
    fixtureDef.friction = 0.5;
    fixtureDef.restitution = 0.7;
    fixtureDef.shape = new b2CircleShape(40/scale);
    body.CreateFixture(fixtureDef);
    //创建第二个载具并为物体添加多边形
    fixtureDef.shape = new b2PolygonShape;
    var points = [
    new b2Vec2(0,0),
    new b2Vec2(40/scale,50/scale),
    new b2Vec2(50/scale,100/scale),
    new b2Vec2(-50/scale,100/scale),
    new b2Vec2(-40/scale,50/scale),
    ];
    fixtureDef.shape.SetAsArray(points,points.length);
    body.CreateFixture(fixtureDef);
    }

    三、结合点

    function createRevoluteJoint(){
    //定义第一个物体
    var bodyDef1 = new b2BodyDef;
    bodyDef1.type = b2Body.b2_dynamicBody;
    bodyDef1.position.x = 16;
    bodyDef1.position.y = 1.6;
    var body1 = world.CreateBody(bodyDef1);
    //创建第一个载具并向物体添加矩形形状
    var fixtureDef1 = new b2FixtureDef;
    fixtureDef1.density = 1.0;
    fixtureDef1.friction = 0.5;
    fixtureDef1.restitution = 0.5;
    fixtureDef1.shape = new b2PolygonShape;
    fixtureDef1.shape.SetAsBox(1.6,0.3);
    body1.CreateFixture(fixtureDef1);
    //定义第二个物体
    var bodyDef2 = new b2BodyDef;
    bodyDef2.type = b2Body.b2_dynamicBody;
    bodyDef2.position.x = 15.5;
    bodyDef2.position.y = 1.6;
    var body2 = world.CreateBody(bodyDef2);
    //创建第二个载具并向物体添加多边形形状
    var fixtureDef2 = new b2FixtureDef;
    fixtureDef2.density = 1.0;
    fixtureDef2.friction = 0.5;
    fixtureDef2.restitution = 0.5;
    fixtureDef2.shape = new b2PolygonShape;
    var points = [
    new b2Vec2(0,0),
    new b2Vec2(40/scale,50/scale),
    new b2Vec2(50/scale,100/scale),
    new b2Vec2(-50/scale,100/scale),
    new b2Vec2(-40/scale,50/scale),
    ];
    fixtureDef2.shape.SetAsArray(points,points.length);
    body2.CreateFixture(fixtureDef2);
    //创建结合点连接body1 and body2
    var jointDef = new b2RevoluteJointDef;
    var jointCenter = new b2Vec2(15.5,1.6);

    jointDef.Initialize(body1,body2,jointCenter);
    world.CreateJoint(jointDef);
    }

    四、接触监听器

    var specialBody;
    function createSpecialBody(){
    var bodyDef = new b2BodyDef;
    bodyDef.type = b2Body.b2_dynamicBody;
    bodyDef.position.x = 15;
    bodyDef.position.y = 0;

    specialBody = world.CreateBody(bodyDef);
    specialBody.SetUserData({name:'special',life:250});
    //创建载具并添加圆形状
    var fixtureDef = new b2FixtureDef;
    fixtureDef.density = 1.0;
    fixtureDef.friction = 0.5;
    fixtureDef.restitution = 0.5;

    fixtureDef.shape = new b2CircleShape(1);
    var fixture = specialBody.CreateFixture(fixtureDef);
    }
    b2ContactListener有四个事件

    • BeginContact():物体开始接触时调用
    • EndContact():结束接触时调用
    • PostSolve():求解器完成后调用,进行碰撞检测时很有用
    • PreSolve():在求解器求解前调用

    function listenForContact(){
    var listener = new Box2D.Dynamics.b2ContactListener;
    listener.PostSolve = function(contact,impulse){
    var body1 = contact.GetFixtureA().GetBody();
    var body2 = contact.GetFixtureB().GetBody();
    //如果接触的两个物体都具有生命值,则减少生命值
    if(body1==specialBody||body2==specialBody){
    var impulseAlongNormal = impulse.normalImpulses[0];
    specialBody.GetUserData().life -= impulseAlongNormal;
    console.log(impulseAlongNormal,'碰撞后生命值:',specialBody.GetUserData().life);
    }
    };
    world.SetContactListener(listener);
    }


    作者:狂流
    出处:http://www.cnblogs.com/kuangliu/
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  • 原文地址:https://www.cnblogs.com/kuangliu/p/3442314.html
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