box2d 世界:: 一切都是那么轻!
我
在我的世界中使用 box2d 2.1.2 和 cocos2d 0.99.4,一切都很轻, 没有掉落石头或盒子的感觉! 一切都以相同的速度缓慢下落
b2Vec2 重力; 重力.Set(0.0f,-10.0f); 布尔 doSleep = true; world = new b2World(重力, doSleep);
我的物体:
b2BodyDef *TBodyDef = new b2BodyDef;
TBodyDef->position.Set(100, 200);
b2Body *TBody = world->CreateBody(TBodyDef);
TBody->SetType(b2_dynamicBody);
TBody->SetAwake(true);
b2CircleShape TCircleShape;
TCircleShape.m_radius = 20;
b2FixtureDef TFixtureDef;
TFixtureDef.shape = &TCircleShape;
TFixtureDef.friction = 0.1;
TFixtureDef.density = 0.1;
TFixtureDef.restitution = 1;
TFixtureDef.filter.categoryBits = COLLISION_BIT_GP;
TFixtureDef.filter.maskBits = COLLISION_BIT_TERRAIN;
TBody->CreateFixture(&TFixtureDef);
b2BodyDef *TBodyDef1 = new b2BodyDef;
TBodyDef1->position.Set(200, 200);
b2Body *TBody1 = world->CreateBody(TBodyDef1);
TBody1->SetType(b2_dynamicBody);
TBody1->SetAwake(true);
b2CircleShape TCircleShape1;
TCircleShape1.m_radius = 20;
b2FixtureDef TFixtureDef1;
TFixtureDef1.shape = &TCircleShape;
TFixtureDef1.friction = 0.1;
TFixtureDef1.density = 0.5;
TFixtureDef1.restitution = 1;
TFixtureDef1.filter.categoryBits = COLLISION_BIT_GP;
TFixtureDef1.filter.maskBits = COLLISION_BIT_TERRAIN;
TBody1->CreateFixture(&TFixtureDef1);
和我的脚步:
int32 velocityIterations = 8;
int32 positionIterations = 3;
world->Step(dt, velocityIterations, positionIterations);
密度对下落的速度没有任何改变。 要使它像这样流畅,还缺少什么: 链接文本
谢谢你的帮助
i'm using box2d 2.1.2 with cocos2d 0.99.4
in my world, everything is light,
there is no sensation about dropping a stone or a box !!
everything falling slowly at the same speed
b2Vec2 gravity; gravity.Set(0.0f, -10.0f); bool doSleep = true; world = new b2World(gravity, doSleep);
and my objects :
b2BodyDef *TBodyDef = new b2BodyDef;
TBodyDef->position.Set(100, 200);
b2Body *TBody = world->CreateBody(TBodyDef);
TBody->SetType(b2_dynamicBody);
TBody->SetAwake(true);
b2CircleShape TCircleShape;
TCircleShape.m_radius = 20;
b2FixtureDef TFixtureDef;
TFixtureDef.shape = &TCircleShape;
TFixtureDef.friction = 0.1;
TFixtureDef.density = 0.1;
TFixtureDef.restitution = 1;
TFixtureDef.filter.categoryBits = COLLISION_BIT_GP;
TFixtureDef.filter.maskBits = COLLISION_BIT_TERRAIN;
TBody->CreateFixture(&TFixtureDef);
b2BodyDef *TBodyDef1 = new b2BodyDef;
TBodyDef1->position.Set(200, 200);
b2Body *TBody1 = world->CreateBody(TBodyDef1);
TBody1->SetType(b2_dynamicBody);
TBody1->SetAwake(true);
b2CircleShape TCircleShape1;
TCircleShape1.m_radius = 20;
b2FixtureDef TFixtureDef1;
TFixtureDef1.shape = &TCircleShape;
TFixtureDef1.friction = 0.1;
TFixtureDef1.density = 0.5;
TFixtureDef1.restitution = 1;
TFixtureDef1.filter.categoryBits = COLLISION_BIT_GP;
TFixtureDef1.filter.maskBits = COLLISION_BIT_TERRAIN;
TBody1->CreateFixture(&TFixtureDef1);
and my step :
int32 velocityIterations = 8;
int32 positionIterations = 3;
world->Step(dt, velocityIterations, positionIterations);
density changes nothing about the speed of falling.
what is missing to make it as fluid as this :
link text
thank you for your help
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物体的密度不会影响它下落的速度。
消除空气阻力和其他通常可以忽略不计的影响,所有物体都会以相同的速度下落。
如何测试:拿起一些轻的东西(例如你朋友的 iPhone 4)和一些重的东西(你的旧 CRT),然后将它们同时扔出窗外。
An objects density does not affect the speed it falls at.
Negating air-resistance and other generally negligible effects all objects DO fall at the same speed.
How to test this: Pick up something light (e.g. your friends iPhone 4) and something heavy (your old CRT) and drop them out of a window at exactly the same time.