Libgdx Box2d身体跟随鼠标移动
我正在尝试box2d实体跟随鼠标旋转。这里有一张图片来阐明我的意思。 红色和蓝色圆圈是鼠标的当前点,身体(相应颜色)也会随之移动/旋转。基本上,矩形应该旋转,其一端指向鼠标指针所在的位置 这是我到目前为止的代码Libgdx Box2d身体跟随鼠标移动,libgdx,box2d,game-physics,Libgdx,Box2d,Game Physics,我正在尝试box2d实体跟随鼠标旋转。这里有一张图片来阐明我的意思。 红色和蓝色圆圈是鼠标的当前点,身体(相应颜色)也会随之移动/旋转。基本上,矩形应该旋转,其一端指向鼠标指针所在的位置 这是我到目前为止的代码 World world; Body body, bullet; Box2DDebugRenderer debugRenderer; OrthographicCamera camera; @Override public void create
World world;
Body body, bullet;
Box2DDebugRenderer debugRenderer;
OrthographicCamera camera;
@Override
public void create() {
world = new World(new Vector2(0, 0f), true);
debugRenderer = new Box2DDebugRenderer();
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyDef.BodyType.DynamicBody;
bodyDef.position.set(10, 10);
body = world.createBody(bodyDef);
PolygonShape shape = new PolygonShape();
shape.setAsBox(2, 5);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 1f;
Fixture fixture = body.createFixture(fixtureDef);
shape.dispose();
Gdx.input.setInputProcessor(this);
camera = new OrthographicCamera(200, 100 * (h / w));
camera.position.set(camera.viewportWidth / 2f, camera.viewportHeight / 2f, 0);
camera.update();
}
@Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
world.step(Gdx.graphics.getDeltaTime(), 6, 2);
camera.update();
debugRenderer.render(world, camera.combined);
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
int mouseX = screenX;
int mouseY = Gdx.graphics.getHeight() - screenY;
float rotateAngle = MathUtils.radiansToDegrees * MathUtils.atan2((float) mouseY - (float) body.getPosition().y, (float) mouseX - (float) body.getPosition().x);
body.setTransform(body.getPosition(), rotateAngle / 57.2957795f);
return true;
}
下面是它现在的gif图像。
正如你所看到的,身体倾斜,也不能正常旋转。我错过了什么 倾斜看起来像是纵横比校正的问题,试试看
camera = OrthographicCamera(200, 100 * (w / h));
甚至
camera = OrthographicCamera(200, 100);
如图所示,要使长方体的末端跟随鼠标,只需重新定义长方体
shape.setAsBox(5, 2, Vector2(offset, 0), 0);
倾斜看起来像是纵横比校正的问题,试试看
camera = OrthographicCamera(200, 100 * (w / h));
甚至
camera = OrthographicCamera(200, 100);
如图所示,要使长方体的末端跟随鼠标,只需重新定义长方体
shape.setAsBox(5, 2, Vector2(offset, 0), 0);