关节角度当body2围绕铰链点逆时针旋转时为正值
GetAnchorA():b2Vec2 GetAnchorB():b2Vec2 GetJointAngle():Number
关节限制(Joint limit)可以限制旋转的范围:
IsLimitEnabled():Boolean SetLimits(lower:Number, upper:Number):void
关节马达(Joint Motor)可以指定关节的速度
IsMotorEnabled():Boolean SetMaxMotorTorque(torque:Number):void SetMotorSpeed(speed:Number):void
利用关节马达可以使旋转关节具有速度,示例如下:
package{ import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Collision.Shapes.b2PolygonShape; import Box2D.Collision.Shapes.b2Shape; import Box2D.Collision.b2AABB; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.Joints.b2MouseJoint; import Box2D.Dynamics.Joints.b2MouseJointDef; import Box2D.Dynamics.Joints.b2RevoluteJoint; import Box2D.Dynamics.Joints.b2RevoluteJointDef; import Box2D.Dynamics.b2Body; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2DebugDraw; import Box2D.Dynamics.b2Fixture; import Box2D.Dynamics.b2FixtureDef; import Box2D.Dynamics.b2World; import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; [SWF(width="800",height="600",frameRate="32",backgroundColor="0x000000")] public class RevoluteJoint2 extends Sprite{ private var world:b2World; private var timeStep:Number; private var iterations:uint; private var pixelsPerMeter:Number = 30; private var mouseJoint:b2MouseJoint; private var mousePVec:b2Vec2 = new b2Vec2(); public function RevoluteJoint2(){ createWorld(); makeDebugDraw(); createWall(); createJoint(); addEventListener(Event.ENTER_FRAME,onEnterframe); stage.addEventListener(MouseEvent.MOUSE_DOWN,onMouseDown); stage.addEventListener(MouseEvent.MOUSE_UP,onMouseUp); } private function createWorld():void{ var gravity:b2Vec2 = new b2Vec2(0.0,9.8); var doSleep:Boolean = true; world = new b2World(gravity,doSleep); world.SetWarmStarting(true); timeStep = 1.0/30.0; iterations = 10; } private function createWall():void{ var bodyDef:b2BodyDef = new b2BodyDef(); // Body的中心点 bodyDef.position.Set(400/pixelsPerMeter,585/pixelsPerMeter); var body:b2Body = world.CreateBody(bodyDef); var shape:b2PolygonShape = new b2PolygonShape(); // 几何体的半宽和半高 shape.SetAsBox(400/pixelsPerMeter,15/pixelsPerMeter); body.CreateFixture2(shape); } private function createJoint():void{ var bodyDef:b2BodyDef = new b2BodyDef(); //bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.Set(400/pixelsPerMeter,275/pixelsPerMeter); var circleShape:b2CircleShape = new b2CircleShape(); circleShape.SetRadius(15/pixelsPerMeter); var fixtureDef:b2FixtureDef = new b2FixtureDef(); fixtureDef.shape = circleShape; fixtureDef.density = 0.01; fixtureDef.friction = 1; fixtureDef.restitution = 0.1; var pivot:b2Body = world.CreateBody(bodyDef); pivot.CreateFixture(fixtureDef); bodyDef = new b2BodyDef(); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.Set(320/pixelsPerMeter,275/pixelsPerMeter); var boxShape:b2PolygonShape = new b2PolygonShape(); boxShape.SetAsBox(120/pixelsPerMeter,15/pixelsPerMeter); fixtureDef.shape = boxShape; var box:b2Body = world.CreateBody(bodyDef); box.CreateFixture(fixtureDef); var jointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); jointDef.Initialize(pivot,box,pivot.GetWorldCenter()); var joint:b2RevoluteJoint = world.CreateJoint(jointDef) as b2RevoluteJoint; joint.EnableMotor(true); joint.SetMotorSpeed(2); joint.SetMaxMotorTorque(10); } private function makeDebugDraw():void{ var debugDraw:b2DebugDraw = new b2DebugDraw(); var debugSprite:Sprite = new Sprite(); addChild(debugSprite); debugDraw.SetSprite(debugSprite); debugDraw.SetDrawScale(30.0); debugDraw.SetFillAlpha(0.5); debugDraw.SetLineThickness(1.0); debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit); world.SetDebugDraw(debugDraw); } private function onMouseDown(e:MouseEvent):void{ var body:b2Body = getBodyAtMouse(); if(body){ var mouseJointDef:b2MouseJointDef = new b2MouseJointDef(); mouseJointDef.bodyA = world.GetGroundBody(); mouseJointDef.bodyB = body; mouseJointDef.target.Set(mouseX/pixelsPerMeter,mouseY/pixelsPerMeter); mouseJointDef.maxForce = 30000; mouseJoint = world.CreateJoint(mouseJointDef) as b2MouseJoint; } } private function onMouseUp(e:MouseEvent):void{ if(mouseJoint){ world.DestroyJoint(mouseJoint); mouseJoint = null; } } private function getBodyAtMouse(includeStatic:Boolean = false):b2Body{ var mouseXWorldPhys:Number = mouseX/pixelsPerMeter; var mouseYWorldPhys:Number = mouseY/pixelsPerMeter; mousePVec.Set(mouseXWorldPhys,mouseYWorldPhys); var aabb:b2AABB = new b2AABB(); aabb.lowerBound.Set(mouseXWorldPhys-0.001,mouseYWorldPhys-0.001); aabb.upperBound.Set(mouseXWorldPhys+0.001,mouseYWorldPhys+0.001); var body:b2Body = null; var fixture:b2Fixture; function GetBodyCallBack(fixture:b2Fixture):Boolean{ var shape:b2Shape = fixture.GetShape(); if(fixture.GetBody().GetType() != b2Body.b2_staticBody || includeStatic){ var inside:Boolean = shape.TestPoint(fixture.GetBody().GetTransform(),mousePVec); if(inside){ body = fixture.GetBody(); return false; } } return true; } world.QueryAABB(GetBodyCallBack,aabb); return body; } private function onEnterframe(e:Event):void{ world.Step(timeStep,iterations,iterations); world.ClearForces(); world.DrawDebugData(); if(mouseJoint){ var xpos:Number = mouseX/pixelsPerMeter; var ypos:Number = mouseY/pixelsPerMeter; var v2:b2Vec2 = new b2Vec2(xpos,ypos); mouseJoint.SetTarget(v2); } } } }
转载请注明:陈童的博客 » box2d旋转关节(Revolute Joint)的属性与方法