如何使用libgdx contactlistener [英] how to use the libgdx contactlistener
问题描述
我刚刚开始使用Libgdx的Box2d引擎,但我根本不明白何时应该调用 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,以获得某个夹具接触他人的数量?我如何实现 Contactlistener ?
教程的redirec'会回答我的问题。搜索谷歌时我没有找到任何东西。
这个一个给了我很多帮助,但它是为C ++编写的,并没有将实现引入主要版本-gamecircle。
Thx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 ;)
推荐答案
以下是libgdx的简短示例。它显示了如何创建 ContactListener 以显示在建立和断开联系人时涉及哪些灯具。它还显示了使用 world.getContactList(),它将返回物理步骤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产生和破坏的接触。如果您对这些感兴趣,那么您将需要实现 ContactListener ,使用 beginContact()来检测何时建立联系人以及 endContact()检测它们什么时候坏了。
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);
}
}
这篇关于如何使用libgdx contactlistener的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!