Cocos2d-x3.3 Physics物理引擎模块解决了刚体穿透问题
之前在写一个个人小项目的时候有问到过大海老师这个physics物理引擎的刚体穿透问题,然后大海老师就给我推荐了他自己写的这篇文博,很好很强大。 下面是大海老师的博客: 看代码: voidPhysicsFixedUpdate::onEnter() { PhysicsDemo::onEnter();
_scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); _scene->getPhysicsWorld()->setGravity(Point::ZERO);
// wall autowall =Node::create(); wall->setPhysicsBody(PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size,PhysicsMaterial(0.1f,1,0.0f))); wall->setPosition(VisibleRect::center()); this->addChild(wall);
addBall(); scheduleOnce(schedule_selector(PhysicsFixedUpdate::updateStart),2); } voidPhysicsFixedUpdate::addBall() { autoball =Sprite::create("Images/ball.png"); ball->setPosition(100,100); ball->setPhysicsBody(PhysicsBody::createCircle(ball->getContentSize().width/2,0.0f))); ball->getPhysicsBody()->setTag(DRAG_BODYS_TAG); ball->getPhysicsBody()->setVelocity(Point(1000,20)); this->addChild(ball); voidPhysicsFixedUpdate::updateStart(floatdelta) //重点在这里 _scene->getPhysicsWorld()->setAutoStep(false); scheduleUpdate(); voidPhysicsFixedUpdate::update(floatdelta) { // use fixed time and calculate 3 times per frame makes physics simulate more precisely. //这里表示先走3步瞧瞧 如果fps是1/60 三个setp就是1/180 for(inti =0; i <3; ++i) { _scene->getPhysicsWorld()->step(1/180.0f); } } (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |