Box2D主体未立即移除(LibGDX Android)
我正在android上学习libGDX。我试图在碰撞后将尸体从世界上移除。但是,有些时候,尸体不会立即移除,需要2-3秒才能正确移除Box2D主体未立即移除(LibGDX Android),android,box2d,libgdx,physics,game-engine,Android,Box2d,Libgdx,Physics,Game Engine,我正在android上学习libGDX。我试图在碰撞后将尸体从世界上移除。但是,有些时候,尸体不会立即移除,需要2-3秒才能正确移除 private void deleteDeadBodies(){ Iterator<Body> i = world.getBodies(); Body node=i.next(); while (i.hasNext()) { Body oBj=node; node=i.next();
private void deleteDeadBodies(){
Iterator<Body> i = world.getBodies();
Body node=i.next();
while (i.hasNext()) {
Body oBj=node;
node=i.next();
if(oBj.getUserData() == Constants.BodyType.DESTROY){
removeBodySafely(oBj);
}
}
}
private void removeBodySafely(Body body) {
final ArrayList<JointEdge> list = body.getJointList();
while (list.size() > 0) {
world.destroyJoint(list.get(0).joint);
}
world.destroyBody(body);
}
有人能帮我吗 代码看起来有点奇怪 你为什么不这样做:
Iterator<Body> i = world.getBodies();
Body node;
while (i.hasNext()) {
node=i.next();
if(node.getUserData() == Constants.BodyType.DESTROY){
removeBodySafely(node);
}
}
确实要在while循环中多次检索同一项吗
试试这个:
final ArrayList<JointEdge> list = body.getJointList();
for(JointEdge edge : list)
world.destroyJoint(edge.joint);
}
final ArrayList list=body.getJointList();
用于(连接边:列表)
世界.联合(边.联合);
}
谢谢您的关注。。我已经解决了这个问题。。而且,游戏并没有冻结,只是尸体不会被移走。
我就这样解决了,,
我制作了一个需要删除的实体数组(DeadBody),在contact listener的postSolve方法中将这些实体添加到该数组中
然后我像这样重新构造代码
public void update(float delta , float accelX){
accumulator += delta;
while(accumulator>Constants.BOX_STEP){
world.step(Constants.BOX_STEP,Constants.BOX_VELOCITY_ITERATIONS,Constants.BOX_POSITION_ITERATIONS);
accumulator -= Constants.BOX_STEP;
}
removeDeadBodies();
}
private void removeDeadBodies(){
for(int i = 0; i<deadBodies.size();i++){
Body body = deadBodies.get(i);
if(!world.isLocked() && body != null){
removeBodySafely(body);
deadBodies.remove(body);
}
}
}
private void removeBodySafely(Body body) {
final Array<JointEdge> list = body.getJointList();
while (list.size > 0) {
world.destroyJoint(list.get(0).joint);
}
world.destroyBody(body);
}
公共无效更新(浮动增量、浮动加速度){
累加器+=增量;
while(累加器>常量。方框\u步骤){
步长(常数.BOX\u步长,常数.BOX\u速度\u迭代,常数.BOX\u位置\u迭代);
累加器-=常数。框_步;
}
移除的实体();
}
私有无效已删除的主体(){
对于(int i=0;i 0){
world.destroyJoint(list.get(0.joint));
}
世界。毁灭体(body);
}
final ArrayList<JointEdge> list = body.getJointList();
for(JointEdge edge : list)
world.destroyJoint(edge.joint);
}
public void update(float delta , float accelX){
accumulator += delta;
while(accumulator>Constants.BOX_STEP){
world.step(Constants.BOX_STEP,Constants.BOX_VELOCITY_ITERATIONS,Constants.BOX_POSITION_ITERATIONS);
accumulator -= Constants.BOX_STEP;
}
removeDeadBodies();
}
private void removeDeadBodies(){
for(int i = 0; i<deadBodies.size();i++){
Body body = deadBodies.get(i);
if(!world.isLocked() && body != null){
removeBodySafely(body);
deadBodies.remove(body);
}
}
}
private void removeBodySafely(Body body) {
final Array<JointEdge> list = body.getJointList();
while (list.size > 0) {
world.destroyJoint(list.get(0).joint);
}
world.destroyBody(body);
}