我需要为身体创建椭圆形状,并且不知道如何在box2d中实现。
任何想法都可以通过使用带有很多顶点的而不是来实现。
发布于 2013-12-13 02:22:06
选项#1
使用一个有两个固定装置的身体:第一个是一个中心的圆形形状,给身体一些质量。第二个是椭圆,顶点由链状构造而成。
第一个夹具可以让你的身体表现得像一个有质量的身体,而第二个夹具可以让你正确地处理碰撞。
最近我为轮盘做了一个例子。我发布了下面的代码来创建它。将半径(OUTER_RADIUS)的常量替换为椭圆在维基百科上找到的半径的极坐标形式。
void MainScene::CreateBody()
{
const float32 INNER_RADIUS = 2.50;
const float32 OUTER_RADIUS = 3.0;
const float32 BALL_RADIUS = 0.1;
const uint32 DIVISIONS = 36;
Vec2 position(0,0);
// Create the body.
b2BodyDef bodyDef;
bodyDef.position = position;
bodyDef.type = b2_dynamicBody;
_body = _world->CreateBody(&bodyDef);
assert(_body != NULL);
// Now attach fixtures to the body.
FixtureDef fixtureDef;
fixtureDef.density = 1.0;
fixtureDef.friction = 1.0;
fixtureDef.restitution = 0.9;
fixtureDef.isSensor = false;
// Inner circle.
b2CircleShape circleShape;
circleShape.m_radius = INNER_RADIUS;
fixtureDef.shape = &circleShape;
_body->CreateFixture(&fixtureDef);
// Outer shape.
b2ChainShape chainShape;
vector<Vec2> vertices;
const float32 SPIKE_DEGREE = 2*M_PI/180;
for(int idx = 0; idx < DIVISIONS; idx++)
{
float32 angle = ((M_PI*2)/DIVISIONS)*idx;
float32 xPos, yPos;
xPos = OUTER_RADIUS*cosf(angle);
yPos = OUTER_RADIUS*sinf(angle);
vertices.push_back(Vec2(xPos,yPos));
}
vertices.push_back(vertices[0]);
chainShape.CreateChain(&vertices[0], vertices.size());
fixtureDef.shape = &chainShape;
_body->CreateFixture(&fixtureDef);
}
您也可以查看这个职位的轮盘赌轮(加上图片好)解决方案。
选项2,而不是使用链/边形状,您可以创建一个三角扇形的夹具。一旦得到了椭圆的顶点,就可以执行如下操作:
b2Vec2 triVerts[3];
triVerts[0] = Vec2(0,0);
for(int idx = 1; idx < vertices.size(); idx++)
{
b2PolygonShape triangle;
fixtureDef.shape = ▵
// Assumes the vertices are going around
// the ellipse clockwise as angle increases.
triVerts[1] = vertices[idx-1];
triVerts[2] = vertices[idx];
triangle.Set(triVerts,3);
_body->CreateFixture(&fixtureDef);
}
这对我们有帮助吗?
https://stackoverflow.com/questions/10032756
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