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);
}
}
原文链接:https://www.f2er.com/cocos2dx/344238.html