Box2D ContactListener 未检测到碰撞
Box2D ContactListener Not Detecting Collision
我正在尝试使用 b2ContactListener class 检测静态 body 和运动学 body 之间的碰撞,但我的代码没有检测到我的两个固定装置之间的碰撞。我在我的运动 body 顶部放置了一个 EdgeShape,并将其作为一个夹具来检测与我的静态 body 夹具的碰撞。我正在使用 SFML 绘制到屏幕并检测键盘事件。
这是我的主要功能:
int main()
{
Vector2f resolution;
resolution.x = VideoMode::getDesktopMode().width;
resolution.y = VideoMode::getDesktopMode().height;
RenderWindow window(VideoMode(resolution.x, resolution.y),
"Box2D Test", Style::Fullscreen);
Vector2f staticRectSize(100.0f, 20.0f);
Vector2f kinematicRectSize(40.0f, 20.0f);
Event keyBoardEvent;
b2Vec2 gravity(0.0f, 0.0f);
b2World world(gravity);
// Creating static body and fixture
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(100.0f, 150.0f);
b2Body* groundBody = world.CreateBody(&groundBodyDef);
b2PolygonShape groundBox;
groundBox.SetAsBox(50.0f, 10.0f);
groundBody->CreateFixture(&groundBox, 0.0f);
// Creating kinematic body and fixture
b2BodyDef bodyDef;
bodyDef.type = b2_kinematicBody;
bodyDef.position.Set(125.0f, 700.0f);
b2Body* body = world.CreateBody(&bodyDef);
b2PolygonShape kinematicBox;
kinematicBox.SetAsBox(20.0f, 10.0f);
b2FixtureDef fixtureDef;
fixtureDef.shape = &kinematicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
// world.Step inputs
float32 timeStep = 1.0f / 60.0f;
int32 velocityIterations = 6;
int32 positionIterations = 2;
RectangleShape staticRect(staticRectSize);
RectangleShape dynamicRect(kinematicRectSize);
b2Vec2 staticPosition = groundBody->GetPosition();
staticRect.setPosition(staticPosition.x, staticPosition.y);
b2Vec2 dynamicPosition = body->GetPosition();
// Creating EdgeShape
b2EdgeShape top;
top.Set(b2Vec2(dynamicPosition.x, dynamicPosition.y), b2Vec2(dynamicPosition.x + 40.0, dynamicPosition.y));
fixtureDef.shape = ⊤
fixtureDef.isSensor = true;
body->CreateFixture(&fixtureDef)->SetUserData("top collision");
// Creating an instance of myContactListener class
myContactListener contactListener;
world.SetContactListener(&contactListener);
while (window.isOpen())
{
world.Step(timeStep, velocityIterations, positionIterations);
dynamicPosition = body->GetPosition();
dynamicRect.setPosition(dynamicPosition.x, dynamicPosition.y);
while (window.pollEvent(keyBoardEvent))
{
if (keyBoardEvent.type == Event::KeyPressed)
{
if (keyBoardEvent.key.code == Keyboard::W)
{
body->SetLinearVelocity(b2Vec2(0, -10));
}
...
window.clear();
window.draw(staticRect);
window.draw(dynamicRect);
window.draw(line);
window.display();
if (Keyboard::isKeyPressed(Keyboard::Escape))
{
break;
}
}
return 0;
}
这是我的 MyContactListiner.cpp:
void myContactListener::BeginContact(b2Contact* contact)
{
b2Fixture *fa = contact->GetFixtureA();
b2Fixture *fb = contact->GetFixtureB();
if (fa == NULL || fb == NULL) { return; }
while (1)
{
printf("Collision occurred");
if (Keyboard::isKeyPressed(Keyboard::Escape))
{
break;
}
}
}
Box2D 不会对静态物体直接与其他静态或运动物体进行碰撞处理。它们在理论上都是无限质量的,因此运动定律似乎不再有意义(至少对我来说在碰撞方面没有意义)。
可能最简单的方法是将运动体改为动态体。
您也可以用动态物体包围其中一个物体,让接触监听器启动。不能使动态物体驱动它所包围的运动学或静态物体,但是在子步骤阶段,我认为它值得付出更多的努力。
希望这个回答对您有所帮助!
我正在尝试使用 b2ContactListener class 检测静态 body 和运动学 body 之间的碰撞,但我的代码没有检测到我的两个固定装置之间的碰撞。我在我的运动 body 顶部放置了一个 EdgeShape,并将其作为一个夹具来检测与我的静态 body 夹具的碰撞。我正在使用 SFML 绘制到屏幕并检测键盘事件。
这是我的主要功能:
int main()
{
Vector2f resolution;
resolution.x = VideoMode::getDesktopMode().width;
resolution.y = VideoMode::getDesktopMode().height;
RenderWindow window(VideoMode(resolution.x, resolution.y),
"Box2D Test", Style::Fullscreen);
Vector2f staticRectSize(100.0f, 20.0f);
Vector2f kinematicRectSize(40.0f, 20.0f);
Event keyBoardEvent;
b2Vec2 gravity(0.0f, 0.0f);
b2World world(gravity);
// Creating static body and fixture
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(100.0f, 150.0f);
b2Body* groundBody = world.CreateBody(&groundBodyDef);
b2PolygonShape groundBox;
groundBox.SetAsBox(50.0f, 10.0f);
groundBody->CreateFixture(&groundBox, 0.0f);
// Creating kinematic body and fixture
b2BodyDef bodyDef;
bodyDef.type = b2_kinematicBody;
bodyDef.position.Set(125.0f, 700.0f);
b2Body* body = world.CreateBody(&bodyDef);
b2PolygonShape kinematicBox;
kinematicBox.SetAsBox(20.0f, 10.0f);
b2FixtureDef fixtureDef;
fixtureDef.shape = &kinematicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
// world.Step inputs
float32 timeStep = 1.0f / 60.0f;
int32 velocityIterations = 6;
int32 positionIterations = 2;
RectangleShape staticRect(staticRectSize);
RectangleShape dynamicRect(kinematicRectSize);
b2Vec2 staticPosition = groundBody->GetPosition();
staticRect.setPosition(staticPosition.x, staticPosition.y);
b2Vec2 dynamicPosition = body->GetPosition();
// Creating EdgeShape
b2EdgeShape top;
top.Set(b2Vec2(dynamicPosition.x, dynamicPosition.y), b2Vec2(dynamicPosition.x + 40.0, dynamicPosition.y));
fixtureDef.shape = ⊤
fixtureDef.isSensor = true;
body->CreateFixture(&fixtureDef)->SetUserData("top collision");
// Creating an instance of myContactListener class
myContactListener contactListener;
world.SetContactListener(&contactListener);
while (window.isOpen())
{
world.Step(timeStep, velocityIterations, positionIterations);
dynamicPosition = body->GetPosition();
dynamicRect.setPosition(dynamicPosition.x, dynamicPosition.y);
while (window.pollEvent(keyBoardEvent))
{
if (keyBoardEvent.type == Event::KeyPressed)
{
if (keyBoardEvent.key.code == Keyboard::W)
{
body->SetLinearVelocity(b2Vec2(0, -10));
}
...
window.clear();
window.draw(staticRect);
window.draw(dynamicRect);
window.draw(line);
window.display();
if (Keyboard::isKeyPressed(Keyboard::Escape))
{
break;
}
}
return 0;
}
这是我的 MyContactListiner.cpp:
void myContactListener::BeginContact(b2Contact* contact)
{
b2Fixture *fa = contact->GetFixtureA();
b2Fixture *fb = contact->GetFixtureB();
if (fa == NULL || fb == NULL) { return; }
while (1)
{
printf("Collision occurred");
if (Keyboard::isKeyPressed(Keyboard::Escape))
{
break;
}
}
}
Box2D 不会对静态物体直接与其他静态或运动物体进行碰撞处理。它们在理论上都是无限质量的,因此运动定律似乎不再有意义(至少对我来说在碰撞方面没有意义)。
可能最简单的方法是将运动体改为动态体。
您也可以用动态物体包围其中一个物体,让接触监听器启动。不能使动态物体驱动它所包围的运动学或静态物体,但是在子步骤阶段,我认为它值得付出更多的努力。
希望这个回答对您有所帮助!