绳关节(b2RopeJoint)
package{ import Box2D.Collision.b2AABB; import Box2D.Collision.b2RayCastInput; import Box2D.Collision.b2RayCastOutput; import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Collision.Shapes.b2PolygonShape; import Box2D.Collision.Shapes.b2Shape; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2Body; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2Fixture; import Box2D.Dynamics.b2FixtureDef; import Box2D.Dynamics.b2World; import flash.display.Sprite; import flash.utils.getTimer; import Box2D.Dynamics.Joints.b2PulleyJoint; import Box2D.Dynamics.Joints.b2PulleyJointDef; import Box2D.Dynamics.Joints.b2RopeJointDef; import Box2D.Dynamics.Joints.b2RopeJoint; //出现脱节时,调velocityIterations, positionIterations //_world.Step(1/30,128,128); public class Main extends BaseMain{ public function Main(){ super(new b2Vec2(0,10)); } private const ropeW:Number=20; private const ropeH:Number=20; override protected function init():void{ var bodies:Vector.<b2Body>=new Vector.<b2Body>(); var i:int; for(i=0;i<10;i++){ var body:b2Body=createBox(ropeW,ropeH,400+i*ropeW,100); bodies[i]=body; if(i>0){ var bodyA:b2Body=bodies[i-1]; var bodyB:b2Body=bodies[i]; var halfW:Number=ropeW*0.5/_ptm_ratio; var anchorA:b2Vec2=new b2Vec2(bodyA.GetPosition().x+halfW,bodyA.GetPosition().y); var anchorB:b2Vec2=new b2Vec2(bodyB.GetPosition().x-halfW,bodyB.GetPosition().y); var maxLength:Number=0.1; createRopeJoint(bodyA,bodyB,anchorA,anchorB,maxLength); } } bodies[0].SetType(b2Body.b2_staticBody); var bigBox:b2Body=createBox(400,400,400+i*ropeW,100); bigBox.SetSensor(true); createRopeJoint(bodies[bodies.length-1],bigBox, new b2Vec2(bodies[bodies.length-1].GetPosition().x+halfW,bodies[bodies.length-1].GetPosition().y),//anchorA new b2Vec2(bigBox.GetPosition().x-200/_ptm_ratio,bigBox.GetPosition().y),//anchorB 0.1);//maxLength } private function createRopeJoint(bodyA:b2Body,bodyB:b2Body,anchorA:b2Vec2,anchorB:b2Vec2,maxLength:Number):void{ var jointDef:b2RopeJointDef=new b2RopeJointDef(); jointDef.Initialize(bodyA,bodyB,anchorA,anchorB,maxLength); jointDef.length=5; b2RopeJoint(_world.CreateJoint(jointDef)); } override protected function stepBefore():void{ } }; }
分类:
Box2d
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