我刚刚开始使用 Libgdx 的 Box2d 引擎,但我根本不明白什么时候应该调用 Contactlistener 的方法.一方面是开始接触",另一方面是结束接触".我应该在哪里打电话给他们,以获得某个固定装置的数量接触其他人?以及如何实现 Contactlistener?重定向到教程将回答我的问题.我在谷歌搜索时没有找到任何东西.这个 one 对我帮助很大,但它是为 C++ 编写的,并不涉及主游戏圈的实现.谢谢你帮助我;)
I've just began to work with the Libgdx's Box2d Engine but i simply do not understand when the methods of the Contactlistener should be called. There is on the one hand "begin contact" and on the other "end contact". Where should i call them, to get the Number of of a certain fixture touching others? And how do I implement the Contactlistener? A redirec' to a Tutorial would answer my Question. I didn't find anything while searching google. This one helped me a lot but it is written for C++ and does not refer to the implementation into a main-gamecircle. Thx for helping me ;)
这是 libgdx 的一个简短示例.它展示了如何创建一个 ContactListener 以显示在建立和断开联系时涉及哪些固定装置.它还显示了 world.getContactList() 的使用,它将返回物理步骤之后仍然存在的联系人列表.这可能会错过在物理步骤过程中建立和断开的联系.如果您对这些感兴趣,那么您将想要实现一个 ContactListener,使用 beginContact() 来检测何时建立联系并使用 endContact()检测它们何时损坏.
Here's a short example for libgdx. It shows how to create a ContactListener to show which fixtures are involved when contacts are made and broken. It also shows the use of world.getContactList() which will return a list of contacts that still exist after the physics step. This may miss contacts that were made and broken during the course of the physics step. If you are interested in these then you will want to implement a ContactListener, using beginContact() to detect when contacts are made and endContact() to detect when they are broken.
package hacks;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactImpulse;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.Manifold;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
public class Box2DDemoMain extends com.badlogic.gdx.Game {
private static final float SCALING = 0.1f;
private Box2DDebugRenderer debugRenderer;
private OrthographicCamera camera;
private World world;
@Override
public void create() {
debugRenderer = new Box2DDebugRenderer();
camera = new OrthographicCamera();
createWorld();
createCollisionListener();
createGround();
createBox();
}
private void createWorld() {
Vector2 gravity = new Vector2(0, -10);
world = new World(gravity, true);
}
private void createCollisionListener() {
world.setContactListener(new ContactListener() {
@Override
public void beginContact(Contact contact) {
Fixture fixtureA = contact.getFixtureA();
Fixture fixtureB = contact.getFixtureB();
Gdx.app.log("beginContact", "between " + fixtureA.toString() + " and " + fixtureB.toString());
}
@Override
public void endContact(Contact contact) {
Fixture fixtureA = contact.getFixtureA();
Fixture fixtureB = contact.getFixtureB();
Gdx.app.log("endContact", "between " + fixtureA.toString() + " and " + fixtureB.toString());
}
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
}
});
}
private void createGround() {
PolygonShape groundShape = new PolygonShape();
groundShape.setAsBox(50, 1);
BodyDef groundBodyDef = new BodyDef();
groundBodyDef.type = BodyType.StaticBody;
groundBodyDef.position.set(0, -20);
Body groundBody = world.createBody(groundBodyDef);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = groundShape;
groundBody.createFixture(fixtureDef);
groundShape.dispose();
}
private void createBox() {
PolygonShape boxShape = new PolygonShape();
boxShape.setAsBox(1, 1);
BodyDef boxBodyDef = new BodyDef();
boxBodyDef.position.set(0, 20);
boxBodyDef.angle = MathUtils.PI / 32;
boxBodyDef.type = BodyType.DynamicBody;
boxBodyDef.fixedRotation = false;
Body boxBody = world.createBody(boxBodyDef);
FixtureDef boxFixtureDef = new FixtureDef();
boxFixtureDef.shape = boxShape;
boxFixtureDef.restitution = 0.75f;
boxFixtureDef.density = 2.0f;
boxBody.createFixture(boxFixtureDef);
boxShape.dispose();
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
float cameraWidth = Gdx.graphics.getWidth() * SCALING;
float cameraHeight = Gdx.graphics.getHeight() * SCALING;
camera.setToOrtho(false, cameraWidth, cameraHeight);
camera.position.set(0, 0, 0);
}
@Override
public void render() {
super.render();
world.step(Gdx.graphics.getDeltaTime(), 8, 3);
int numContacts = world.getContactCount();
if (numContacts > 0) {
Gdx.app.log("contact", "start of contact list");
for (Contact contact : world.getContactList()) {
Fixture fixtureA = contact.getFixtureA();
Fixture fixtureB = contact.getFixtureB();
Gdx.app.log("contact", "between " + fixtureA.toString() + " and " + fixtureB.toString());
}
Gdx.app.log("contact", "end of contact list");
}
Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
debugRenderer.render(world, camera.combined);
}
public static void main(String[] args) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.title = Box2DDemoMain.class.getName();
config.width = 800;
config.height = 480;
config.fullscreen = false;
config.useGL20 = true;
config.useCPUSynch = true;
config.forceExit = true;
config.vSyncEnabled = true;
new LwjglApplication(new Box2DDemoMain(), config);
}
}
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