Cocos2d-x3.3 Physics物理引擎模块解决了刚体穿透问题

前端之家收集整理的这篇文章主要介绍了Cocos2d-x3.3 Physics物理引擎模块解决了刚体穿透问题前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。


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

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);

}

}

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