我用Cocos2D 和 Box2D 来玩一些物理游戏。 偶尔会出现一个问题, 我的“ 球/ 弹球/ 破碎器/ 破碎器” 对象被困在两个“ 目标” 对象之间, 并且永远无法摆脱它。
这太傻了,因为子弹和目标物体之间的碰撞应该摧毁目标。 (通常,当然,这很好。 )
这个问题 , 因为它在两个物体之间的小小空间里摇晃得像发疯一样。
我在Box2D里把子弹当作"弹夹"
物体是否必须处于前一个框架的最小距离才能算作碰撞?
我用Cocos2D 和 Box2D 来玩一些物理游戏。 偶尔会出现一个问题, 我的“ 球/ 弹球/ 破碎器/ 破碎器” 对象被困在两个“ 目标” 对象之间, 并且永远无法摆脱它。
这太傻了,因为子弹和目标物体之间的碰撞应该摧毁目标。 (通常,当然,这很好。 )
这个问题 , 因为它在两个物体之间的小小空间里摇晃得像发疯一样。
我在Box2D里把子弹当作"弹夹"
物体是否必须处于前一个框架的最小距离才能算作碰撞?
关键在于对于特定联系人的“群集”而言,Box2D联系听众电话(按此顺序):
BeginContact()
PreSolve() // As many times as necessary
PostSolve() // As many times as necessary
EndContact()
默认情况下,我只能从EndContact ()
获得联系人,这意味着一系列快速碰撞都会在评估其效果之前发生。 我把我的 destroy
类型代码移至PostSolve ()
,一切都很好。
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