【发布时间】:2013-02-11 19:21:04
【问题描述】:
我想检测物体之间的碰撞,一个物体是圆形,30多个物体是凸体。也许问题是因为检测到圆和凸之间的碰撞?求大神帮忙,2天没找到答案。。。 我有 3 个类:Player、ConctactListener 和 level1(我在其中创建多边形)。
在 Player 中我设置了类型 kGameObjectPlayer:
- (id) init {
if ((self = [super init])) {
type = kGameObjectPlayer;
}
return self;
}
-(void) createBox2dObject:(b2World*)world {
b2BodyDef playerBodyDef;
playerBodyDef.type = b2_dynamicBody;
playerBodyDef.position.Set(self.position.x/PTM_RATIO, self.position.y/PTM_RATIO);
playerBodyDef.userData = self;
playerBodyDef.fixedRotation = true;
body = world->CreateBody(&playerBodyDef);
b2CircleShape circleShape;
circleShape.m_radius = 0.7;
b2FixtureDef fixtureDef;
fixtureDef.shape = &circleShape;
fixtureDef.density = 1.0f;
fixtureDef.friction = 1.0f;
fixtureDef.restitution = 0.0f;
body->CreateFixture(&fixtureDef);
}
在ContactListener中:
void ContactListener::BeginContact(b2Contact *contact) {
GameObject *o1 = (GameObject*)contact->GetFixtureA()->GetBody()->GetUserData();
GameObject *o2 = (GameObject*)contact->GetFixtureB()->GetBody()->GetUserData();
if (IS_PLATFORM(o1, o2) && IS_PLAYER(o1, o2)) {
CCLOG(@"-----> Player made contact with platform!");
}
}
void ContactListener::EndContact(b2Contact *contact) {
GameObject *o1 = (GameObject*)contact->GetFixtureA()->GetBody()->GetUserData();
GameObject *o2 = (GameObject*)contact->GetFixtureB()->GetBody()->GetUserData();
if (IS_PLATFORM(o1, o2) && IS_PLAYER(o1, o2)) {
CCLOG(@"-----> Player lost contact with platform!");
}
}
在level1中,我创建了静态多边形,应该是玩家应该接触的地面。
- (void) drawStaticPolygons
{
GameObject *ground = [[GameObject alloc] init];
[ground setType:kGameObjectGround];
//1st polygon
b2Vec2 vertices1[4];
vertices1[0].Set(0, 1);
vertices1[1].Set(0, 0);
vertices1[2].Set(16, 0);
vertices1[3].Set(16, 1);
b2BodyDef myBodyDef1;
myBodyDef1.type = b2_staticBody;
myBodyDef1.userData = ground;
b2PolygonShape polygonShape1;
polygonShape1.Set(vertices1, 4);
b2FixtureDef myFixtureDef1;
myFixtureDef1.shape = &polygonShape1; //change the shape of the fixture
myBodyDef1.position.Set(0,0);
b2Body *staticBody1 = world->CreateBody(&myBodyDef1);
staticBody1->CreateFixture(&myFixtureDef1); //add a fixture to the body
//2nd polygon
....
//n polygon
}
问题是如何让 ContactListener 知道我的多边形是 kGameObjectGround?
【问题讨论】:
-
你如何检测碰撞?什么是不工作?提供意外行为的代码和描述。
-
我编辑了答案,在 ContactListener 中似乎一切正常,也许我在 -(void) drawStaticPolygons 中做了一些事情。当玩家从静态多边形上跳下来时什么都不会发生,如果他着陆也什么都不会发生。类 Player 使用类型 kGameObjectPlayer 初始化,我通过 userData 设置类型为 kGameObjectGround 的多边形。
标签: ios listener box2d collision-detection contact