Box2D 主体在碰撞时不旋转
我一直在尝试进入 Box2DWeb 这是 Box2D AS 端口的 JS 端口。只是试图进行一个简单的设置,其中有一个静态斜坡和一个落在其上的动态盒子。这是我的代码:
var b2World = Box2D.Dynamics.b2World;
var b2DebugDraw = Box2D.Dynamics.b2DebugDraw;
var b2Vec2 = Box2D.Common.Math.b2Vec2;
var b2BodyDef = Box2D.Dynamics.b2BodyDef;
var b2Body = Box2D.Dynamics.b2Body;
var b2FixtureDef = Box2D.Dynamics.b2FixtureDef;
var b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape;
var b2CircleShape = Box2D.Collision.Shapes.b2CircleShape;
var width = 8;
var height = 4;
var world = new b2World(new b2Vec2(0, 10), true);
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite(document.getElementById("canvas").getContext("2d"));
debugDraw.SetDrawScale(100); //Arena is 8 meters by 4 meters
debugDraw.SetFillAlpha(0.5);
debugDraw.SetLineThickness(1);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit);
world.SetDebugDraw(debugDraw);
var bodyDef = new b2BodyDef();
bodyDef.type = b2Body.b2_staticBody;
bodyDef.position.Set(3.5, 3)
var body = world.CreateBody(bodyDef);
body.SetAngle(Math.PI / 4);
var shape = new b2PolygonShape();
shape.SetAsBox(1, 0.25);
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 1;
fixtureDef.friction = 0.3;
body.CreateFixture(fixtureDef);
var bodyDef = new b2BodyDef();
bodyDef.type = b2Body.b2_dynamicBody;
bodyDef.position.Set(3.5, 1)
var body = world.CreateBody(bodyDef);
var shape = new b2PolygonShape();
shape.SetAsBox(0.10, 0.10);
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = shape;
body.CreateFixture(fixtureDef);
setInterval(function() {
world.Step(1 / 60, 10, 10);
world.DrawDebugData();
world.ClearForces();
console.log(body.GetAngle());
}, 1000 / 60);
您可以在 jsFiddle 上查看实时结果。正如您所看到的,盒子在撞击坡道时不会旋转。我做错了什么?
谢谢。
一些资源:
I've been trying to get into Box2DWeb which is a JS port of the AS port of Box2D. Just trying to get a simple setup going where there is a static ramp and a dynamic box that falls on it. Here is my code:
var b2World = Box2D.Dynamics.b2World;
var b2DebugDraw = Box2D.Dynamics.b2DebugDraw;
var b2Vec2 = Box2D.Common.Math.b2Vec2;
var b2BodyDef = Box2D.Dynamics.b2BodyDef;
var b2Body = Box2D.Dynamics.b2Body;
var b2FixtureDef = Box2D.Dynamics.b2FixtureDef;
var b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape;
var b2CircleShape = Box2D.Collision.Shapes.b2CircleShape;
var width = 8;
var height = 4;
var world = new b2World(new b2Vec2(0, 10), true);
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite(document.getElementById("canvas").getContext("2d"));
debugDraw.SetDrawScale(100); //Arena is 8 meters by 4 meters
debugDraw.SetFillAlpha(0.5);
debugDraw.SetLineThickness(1);
debugDraw.SetFlags(b2DebugDraw.e_shapeBit);
world.SetDebugDraw(debugDraw);
var bodyDef = new b2BodyDef();
bodyDef.type = b2Body.b2_staticBody;
bodyDef.position.Set(3.5, 3)
var body = world.CreateBody(bodyDef);
body.SetAngle(Math.PI / 4);
var shape = new b2PolygonShape();
shape.SetAsBox(1, 0.25);
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 1;
fixtureDef.friction = 0.3;
body.CreateFixture(fixtureDef);
var bodyDef = new b2BodyDef();
bodyDef.type = b2Body.b2_dynamicBody;
bodyDef.position.Set(3.5, 1)
var body = world.CreateBody(bodyDef);
var shape = new b2PolygonShape();
shape.SetAsBox(0.10, 0.10);
var fixtureDef = new b2FixtureDef();
fixtureDef.shape = shape;
body.CreateFixture(fixtureDef);
setInterval(function() {
world.Step(1 / 60, 10, 10);
world.DrawDebugData();
world.ClearForces();
console.log(body.GetAngle());
}, 1000 / 60);
You can see the live result on jsFiddle. As you can see, the box doesn't rotate when it hits the ramp. What am I doing wrong?
Thanks.
Some ressources:
- AS3 Manual: http://www.box2dflash.org/docs/2.0.2/manual
- AS3 Reference: http://www.box2dflash.org/docs/2.0.2/reference/
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为盒子增加摩擦力和密度。
...并且不要立即离开irc频道,有时需要超过3分钟。
Add friction and density to the box.
...and don't leave the irc channel immediately, sometimes it takes more than 3 minutes.
啊,你必须设置摩擦力和摩擦力。下落物体的固定装置上的密度,而不是物体的密度。
顺便说一句,感谢您为我指明了 Box2D 的方向 - 我以前没有见过那个物理引擎,看起来很有趣:)
Ah, you have to set the friction & density on the falling object's fixture, not the body.
btw thanks for pointing me in the direction of Box2D - I hadn't seen that physics engine before, looks interesting :)