Ios Cocos2d V3(花栗鼠)中具有摩擦和极限的枢轴接头
我尝试将一个我从SpriteKit开始的游戏转换为Cocos2d V3。不过我在物理方面有些问题。我创造了一个像人类一样的玩偶。在SpriteKit中,四肢通过小关节连接。我通过花栗鼠的枢轴关节重新创建了这个基本功能。这是意料之中的事 但我需要给关节增加一些摩擦力。现在他们只是尽可能快地旋转,更重要的是我需要限制关节的旋转角度。你可以想象,大多数人不能360度自由旋转肩膀 好吧,我应该用花栗鼠关节和花栗鼠关节来达到这个目的。我的问题是,我无法让它工作,因为我不知道如何正确地连接它们。这是我现在的代码:Ios Cocos2d V3(花栗鼠)中具有摩擦和极限的枢轴接头,ios,objective-c,cocos2d-iphone,chipmunk,Ios,Objective C,Cocos2d Iphone,Chipmunk,我尝试将一个我从SpriteKit开始的游戏转换为Cocos2d V3。不过我在物理方面有些问题。我创造了一个像人类一样的玩偶。在SpriteKit中,四肢通过小关节连接。我通过花栗鼠的枢轴关节重新创建了这个基本功能。这是意料之中的事 但我需要给关节增加一些摩擦力。现在他们只是尽可能快地旋转,更重要的是我需要限制关节的旋转角度。你可以想象,大多数人不能360度自由旋转肩膀 好吧,我应该用花栗鼠关节和花栗鼠关节来达到这个目的。我的问题是,我无法让它工作,因为我不知道如何正确地连接它们。这是我现在的
- (CCPhysicsJoint *)createPinJointWithBodyA:(CCPhysicsBody *)bodyA
bodyB:(CCPhysicsBody *)bodyB
anchor:(CGPoint)anchor
friction:(CGFloat)friction
lowerLimit:(CGFloat)lowerLimit
upperLimit:(CGFloat)upperLimit
{
CCPhysicsJoint *pin = [CCPhysicsJoint
connectedPivotJointWithBodyA:bodyA
bodyB:bodyB
anchorA:anchor];
ChipmunkRotaryLimitJoint *limitJoint = [ChipmunkRotaryLimitJoint
rotaryLimitJointWithBodyA:bodyA.body
bodyB:bodyB.body
min:CC_DEGREES_TO_RADIANS(lowerLimit)
max:CC_DEGREES_TO_RADIANS(upperLimit)];
ChipmunkGearJoint *gearJoint = [ChipmunkGearJoint
gearJointWithBodyA:bodyA.body
bodyB:bodyB.body
phase:0.5
ratio:0.5];
return pin;
}
[CCPhysicsJoint connectedRotaryLimitJointWithBodyA:bodyA
bodyB:bodyB
min:CC_DEGREES_TO_RADIANS(lowerLimit)
max:CC_DEGREES_TO_RADIANS(upperLimit)];
[CCPhysicsJoint connectedDampedRotarySpringWithBodyA:bodyA
bodyB:bodyB
restAngle:0
stiffness:friction *1000.0f
damping:10000.0f];
(gearJoint调用中的值只是占位符!)
有人知道这是怎么回事吗?我通过谷歌找到了一些东西,但所有教程都假设我在其他环境中使用了花栗鼠。我是否必须为这些极限和齿轮联接创建自己的联合实施
谢谢并致以最良好的祝愿,
托马斯我想我解决了这个问题。事实证明,我必须创建自己的CCPhysisJoint类别,实现ChipmunkRotaryLimitJoint和ChipmunkRotaryDampedSpring。虽然不完全一样,但现在已经足够好了 现在代码如下所示:
- (CCPhysicsJoint *)createPinJointWithBodyA:(CCPhysicsBody *)bodyA
bodyB:(CCPhysicsBody *)bodyB
anchor:(CGPoint)anchor
friction:(CGFloat)friction
lowerLimit:(CGFloat)lowerLimit
upperLimit:(CGFloat)upperLimit
{
CCPhysicsJoint *pin = [CCPhysicsJoint
connectedPivotJointWithBodyA:bodyA
bodyB:bodyB
anchorA:anchor];
ChipmunkRotaryLimitJoint *limitJoint = [ChipmunkRotaryLimitJoint
rotaryLimitJointWithBodyA:bodyA.body
bodyB:bodyB.body
min:CC_DEGREES_TO_RADIANS(lowerLimit)
max:CC_DEGREES_TO_RADIANS(upperLimit)];
ChipmunkGearJoint *gearJoint = [ChipmunkGearJoint
gearJointWithBodyA:bodyA.body
bodyB:bodyB.body
phase:0.5
ratio:0.5];
return pin;
}
[CCPhysicsJoint connectedRotaryLimitJointWithBodyA:bodyA
bodyB:bodyB
min:CC_DEGREES_TO_RADIANS(lowerLimit)
max:CC_DEGREES_TO_RADIANS(upperLimit)];
[CCPhysicsJoint connectedDampedRotarySpringWithBodyA:bodyA
bodyB:bodyB
restAngle:0
stiffness:friction *1000.0f
damping:10000.0f];
我只是问这是否应该包括在Cocos2D代码库中。目前,这是包装器:
ccphysisjoint+thcaditions.h
//
// CCPhysicsJoint+THCAdditions.h
//
// Created by Thomas Hempel on 02.02.14.
// Copyright (c) 2014 Thomas Hempel. All rights reserved.
//
#import "CCPhysicsBody.h"
#import "CCPhysicsJoint.h"
@interface CCPhysicsJoint (THCAdditions)
+ (CCPhysicsJoint *)connectedRotaryLimitJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB min:(CGFloat)min max:(CGFloat)max;
+ (CCPhysicsJoint *)connectedGearJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB phase:(CGFloat)phase ratio:(CGFloat)ratio;
+ (CCPhysicsJoint *)connectedSimpleMotorJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB rate:(CGFloat)rate;
+ (CCPhysicsJoint *)connectedDampedRotarySpringWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB restAngle:(CGFloat)restAngle stiffness:(CGFloat)stiffness damping:(CGFloat)damping;
@end
ccphysisjoint+thcaditions.m
//
// CCPhysicsJoint+THCAdditions.m
//
// Created by Thomas Hempel on 02.02.14.
// Copyright (c) 2014 Thomas Hempel. All rights reserved.
//
#import "CCPhysicsJoint+THCAdditions.h"
#import "CCPhysics+ObjectiveChipmunk.h"
// ------------------------------------------------------------------------
#pragma mark - Rotary Limit Joint
// ------------------------------------------------------------------------
@interface CCPhysicsRotaryLimitJoint : CCPhysicsJoint
@end
@implementation CCPhysicsRotaryLimitJoint {
ChipmunkRotaryLimitJoint *_constraint;
}
- (id)initWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB min:(CGFloat)min max:(CGFloat)max
{
if ((self = [super init])){
_constraint = [ChipmunkRotaryLimitJoint rotaryLimitJointWithBodyA:bodyA.body
bodyB:bodyB.body
min:min
max:max];
_constraint.userData = self;
}
return self;
}
- (ChipmunkConstraint *)constraint
{
return _constraint;
}
- (void)willAddToPhysicsNode:(CCPhysicsNode *)physics
{
}
@end
// ------------------------------------------------------------------------
#pragma mark - Gear Joint
// ------------------------------------------------------------------------
@interface CCPhysicsGearJoint : CCPhysicsJoint
@end
@implementation CCPhysicsGearJoint {
ChipmunkGearJoint *_constraint;
}
- (id)initWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB phase:(CGFloat)phase ratio:(CGFloat)ratio
{
if ((self = [super init])){
_constraint = [ChipmunkGearJoint gearJointWithBodyA:bodyA.body
bodyB:bodyB.body
phase:phase
ratio:ratio];
_constraint.userData = self;
}
return self;
}
- (ChipmunkConstraint *)constraint
{
return _constraint;
}
- (void)willAddToPhysicsNode:(CCPhysicsNode *)physics
{
}
@end
// ------------------------------------------------------------------------
#pragma mark - Simple Motor Joint
// ------------------------------------------------------------------------
@interface CCPhysicsSimpleMotorJoint : CCPhysicsJoint
@end
@implementation CCPhysicsSimpleMotorJoint {
ChipmunkSimpleMotor *_constraint;
}
- (id)initWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB rate:(CGFloat)rate
{
if ((self = [super init])){
_constraint = [ChipmunkSimpleMotor simpleMotorWithBodyA:bodyA.body
bodyB:bodyB.body
rate:rate];
_constraint.userData = self;
}
return self;
}
- (ChipmunkConstraint *)constraint
{
return _constraint;
}
- (void)willAddToPhysicsNode:(CCPhysicsNode *)physics
{
}
@end
// ------------------------------------------------------------------------
#pragma mark - Damped Rotary Spring
// ------------------------------------------------------------------------
@interface CCPhysicsDampedRotarySpring : CCPhysicsJoint
@end
@implementation CCPhysicsDampedRotarySpring {
ChipmunkDampedRotarySpring *_constraint;
}
- (id)initWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB restAngle: (CGFloat)restAngle stiffness:(CGFloat)stiffness damping:(CGFloat)damping
{
if ((self = [super init])){
_constraint = [ChipmunkDampedRotarySpring dampedRotarySpringWithBodyA:bodyA.body
bodyB:bodyB.body
restAngle:restAngle
stiffness:stiffness
damping:damping];
_constraint.userData = self;
}
return self;
}
- (ChipmunkConstraint *)constraint
{
return _constraint;
}
- (void)willAddToPhysicsNode:(CCPhysicsNode *)physics
{
}
@end
// ------------------------------------------------------------------------
#pragma mark - Implementation
// ------------------------------------------------------------------------
@implementation CCPhysicsJoint (THCAdditions)
+ (CCPhysicsJoint *)connectedRotaryLimitJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB min:(CGFloat)min max:(CGFloat)max
{
CCPhysicsJoint *joint = [[CCPhysicsRotaryLimitJoint alloc] initWithBodyA:bodyA bodyB:bodyB min:min max:max];
[bodyA addJoint:joint];
[bodyB addJoint:joint];
[bodyA.physicsNode.space smartAdd:joint];
return joint;
}
+ (CCPhysicsJoint *)connectedGearJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB phase:(CGFloat)phase ratio:(CGFloat)ratio
{
CCPhysicsJoint *joint = [[CCPhysicsGearJoint alloc] initWithBodyA:bodyA bodyB:bodyB phase:phase ratio:ratio];
[bodyA addJoint:joint];
[bodyB addJoint:joint];
[bodyA.physicsNode.space smartAdd:joint];
return joint;
}
+ (CCPhysicsJoint *)connectedSimpleMotorJointWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB rate:(CGFloat)rate
{
CCPhysicsJoint *joint = [[CCPhysicsSimpleMotorJoint alloc] initWithBodyA:bodyA bodyB:bodyB rate:rate];
[bodyA addJoint:joint];
[bodyB addJoint:joint];
[bodyA.physicsNode.space smartAdd:joint];
return joint;
}
+ (CCPhysicsJoint *)connectedDampedRotarySpringWithBodyA:(CCPhysicsBody *)bodyA bodyB:(CCPhysicsBody *)bodyB restAngle:(CGFloat)restAngle stiffness:(CGFloat)stiffness damping:(CGFloat)damping
{
CCPhysicsJoint *joint = [[CCPhysicsDampedRotarySpring alloc] initWithBodyA:bodyA bodyB:bodyB restAngle:restAngle stiffness:stiffness damping:damping];
[bodyA addJoint:joint];
[bodyB addJoint:joint];
[bodyA.physicsNode.space smartAdd:joint];
return joint;
}
@end
致以最良好的祝愿,
托马斯