我正在尝试在 libGDX 中制作一根在其下端有一些物体的悬挂绳,
绳子应该是这样的Box2D中的挂绳 http://www.emanueleferonato.com/2009/10/05/basic-box2d-rope/
我做了很多研究,libGDX 有它的绳索接头 http://libgdx.l33tlabs.org/docs/api/com/badlogic/gdx/physics/box2d/joints/RopeJoint.html方法,但是如何用它来制作绳子呢?
请帮忙,这将是一个很大的帮助。
我从类似问题的答案开始libGDX:挂绳 https://stackoverflow.com/questions/15433047/libgdx-hanging-rope?answertab=active#tab-top
并向其中添加了一些代码以添加一些缺失的代码并修复锚点中的一些问题,我认为以下代码适合目标问题:
BodyDef ropeStartDef = new BodyDef();
int EACH_RING_DISTANCE = 10
ropeStartDef.type = BodyType.StaticBody;
ropeStartDef.position.set(m_camera.viewportWidth/2,m_camera.viewportHeight );
Body ropStartBody = m_world.createBody(ropeStartDef);
PolygonShape ropeStartShape = new PolygonShape();
ropeStartShape.setAsBox(5, 5);
ropStartBody.createFixture(ropeStartShape, 0);
ropeStartShape.dispose();
//----------------------------
RevoluteJointDef jd = new RevoluteJointDef();
Body prevBody = ropStartBody;
int angle = -90;
Vector2 position = ropeStartDef.position;
BodyDef previousbodyDefinition= ropeStartDef;
for(int i=0; i<5; i++)
{
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.angle = angle-MathUtils.PI/2;
bd.position.set(position.x + i*MathUtils.cos(angle)*EACH_RING_DISTANCE,
position.y + i*MathUtils.sin(angle)*EACH_RING_DISTANCE);
Body body = m_world.createBody(bd);
FixtureDef eachRingFD;
eachRingFD = new FixtureDef();
CircleShape chainCircleshape =new CircleShape();
chainCircleshape.setRadius(4);
eachRingFD.density = 2;
eachRingFD.shape =chainCircleshape;
body.createFixture(eachRingFD);
Vector2 anchor = new Vector2(bd.position.x - MathUtils.cos(angle)*EACH_RING_DISTANCE/2f,
bd.position.y - MathUtils.sin(angle)*EACH_RING_DISTANCE/2f);
jd.initialize(prevBody, body, anchor);
//-----------------------added based on http://www.emanueleferonato.com/2009/10/05/basic-box2d-rope/
RevoluteJointDef joint = new RevoluteJointDef();
joint.initialize(prevBody, body, anchor);
m_world.createJoint(joint);
//------------------------end of added
prevBody = body;
previousbodyDefinition = bd;
}
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