2013-02-11 134 views
0

我想检测身体之间的碰撞,一个身体有圆形,30+有凸体。也许问题是因为检测到了圆和凸之间的碰撞?请帮忙,找不到答案2天... 我有3个班级:玩家,ConctactListener级别1(我在哪里创建多边形)。碰撞检测失败Box2d

球员我定了型kGameObjectPlayer

- (id) init { 
     if ((self = [super init])) { 
      type = kGameObjectPlayer; 
     } 
     return self; 
    } 
-(void) createBox2dObject:(b2World*)world { 


    b2BodyDef playerBodyDef; 
    playerBodyDef.type = b2_dynamicBody; 

    playerBodyDef.position.Set(self.position.x/PTM_RATIO, self.position.y/PTM_RATIO); 
    playerBodyDef.userData = self; 
    playerBodyDef.fixedRotation = true; 

    body = world->CreateBody(&playerBodyDef); 

    b2CircleShape circleShape; 
    circleShape.m_radius = 0.7; 
    b2FixtureDef fixtureDef; 
    fixtureDef.shape = &circleShape; 
    fixtureDef.density = 1.0f; 
    fixtureDef.friction = 1.0f; 
    fixtureDef.restitution = 0.0f; 
    body->CreateFixture(&fixtureDef); 
} 

ContactListener

void ContactListener::BeginContact(b2Contact *contact) { 
    GameObject *o1 = (GameObject*)contact->GetFixtureA()->GetBody()->GetUserData(); 
    GameObject *o2 = (GameObject*)contact->GetFixtureB()->GetBody()->GetUserData(); 

    if (IS_PLATFORM(o1, o2) && IS_PLAYER(o1, o2)) { 
     CCLOG(@"-----> Player made contact with platform!"); 
    } 
} 

void ContactListener::EndContact(b2Contact *contact) { 
    GameObject *o1 = (GameObject*)contact->GetFixtureA()->GetBody()->GetUserData(); 
    GameObject *o2 = (GameObject*)contact->GetFixtureB()->GetBody()->GetUserData(); 

    if (IS_PLATFORM(o1, o2) && IS_PLAYER(o1, o2)) { 
     CCLOG(@"-----> Player lost contact with platform!"); 
    } 
} 

而且在1级我创建静态polygones这应该是一个与哪位玩家对阵d联系。

- (void) drawStaticPolygons 
    { 
     GameObject *ground = [[GameObject alloc] init]; 
     [ground setType:kGameObjectGround]; 

     //1st polygon 
     b2Vec2 vertices1[4]; 
     vertices1[0].Set(0, 1); 
     vertices1[1].Set(0, 0); 
     vertices1[2].Set(16, 0); 
     vertices1[3].Set(16, 1); 

     b2BodyDef myBodyDef1; 
     myBodyDef1.type = b2_staticBody; 
     myBodyDef1.userData = ground; 

     b2PolygonShape polygonShape1; 
     polygonShape1.Set(vertices1, 4); 

     b2FixtureDef myFixtureDef1; 
     myFixtureDef1.shape = &polygonShape1; //change the shape of the fixture 
     myBodyDef1.position.Set(0,0); 
     b2Body *staticBody1 = world->CreateBody(&myBodyDef1); 
     staticBody1->CreateFixture(&myFixtureDef1); //add a fixture to the body 

     //2nd polygon 
     .... 
     //n polygon 
    } 

的问题是如何使ContactListener知道我的多边形kGameObjectGround

+0

你如何检测碰撞?什么是不工作?提供代码和意外行为的描述。 – Pavel 2013-02-11 19:56:20

+0

我编辑了答案,在ContactListener中似乎没有问题,也许我在 - (void)drawStaticPolygons中做了些什么。当玩家跳下静态多边形时没有任何反应,如果他降落没有任何反应。 类播放器使用类型kGameObjectPlayer初始化为多边形,我通过userData设置类型kGameObjectGround。 – user1974123 2013-02-11 21:15:08

回答

0

我看到的问题,因为我没有检查其他的东西,就是多边形也必须CCW顶点鸵鸟政策样子是以下这条规则。使顶点逆时针顺序,应该工作。