box2d 中的碰撞不正确

2023-12-11

我正在开发一款游戏,用户必须击打高速球。为了击球,我使用旋转关节将一个矩形体与演员连接起来,并启用其电机,以指定的速度(电机速度)旋转它。现在一切都很完美,但有时当球的速度很高时,它会绕过矩形体。使用碰撞监听器,我发现碰撞正在发生,但球在碰撞后没有被反射。 由于这种情况仅在球高速行驶时才会发生,因此碰撞物体的密度是多少。或者是旋转关节的电机负责它?我在这里错过了什么吗?

这是两个机构的代码

// 矩形体的方法

public Body createRectangleBodyPart(float x, float y, float width,
        float height, short groupIndex) {
    PolygonShape shape = new PolygonShape();
    shape.setAsBox(width*WORLD_TO_BOX, height*WORLD_TO_BOX);
    MassData massData = new MassData();
    massData.mass = 15;
    BodyDef bodyDef = new BodyDef();
    bodyDef.type = BodyType.KinematicBody;
    bodyDef.position.y = y*WORLD_TO_BOX;
    bodyDef.position.x = x*WORLD_TO_BOX;
     body = world.createBody(bodyDef);
    body.setMassData(massData);
    FixtureDef fixtureDef = new FixtureDef();
    fixtureDef.shape = shape;
    fixtureDef.density = 1;
    fixtureDef.friction = 100f;
    fixtureDef.restitution = 0.5f;
    fixtureDef.filter.groupIndex=groupIndex;
    body.createFixture(fixtureDef);
    shape.dispose();
    return body;
}

// 球体方法

    public Body createRoundBodyPart2(float x, float y, float radius,
        short groupIndex, float density, int mass) {

    CircleShape shape = new CircleShape();
    shape.setPosition(new Vector2(0, 0));
    shape.setRadius(radius*WORLD_TO_BOX ); // *18
    BodyDef bodyDef = new BodyDef();
    bodyDef.type = BodyType.DynamicBody;
    bodyDef.position.y = y*WORLD_TO_BOX;
    bodyDef.position.x = x*WORLD_TO_BOX;
    MassData massData = new MassData();
    massData.mass = 8;
    Body body = world.createBody(bodyDef);
    body.setMassData(massData);
    FixtureDef fixtureDef = new FixtureDef();
    fixtureDef.shape = shape;
    fixtureDef.density = 0.5f;
    fixtureDef.restitution=0.007f;
    fixtureDef.filter.groupIndex = groupIndex;
    body.createFixture(fixtureDef);
    shape.dispose();
    return body;
}

尝试使用isBullet=true球体上的属性

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