Rendering box2d in libgdx(在 libgdx 中渲染 box2d)
问题描述
我有一个使用 FitViewport 的大小为 800x480 的游戏世界,并且最初使用像素渲染 box2d 主体 + 固定装置,因此所有物理都显得浮动且缓慢.查看文档,我意识到 box2d 使用度量单位,因此我将 box2d 的位置和大小转换为 32 倍,因此我最终得到了一个 25x15 米的 box2d 世界.
I have a game world of size 800x480 using a FitViewport and was initally rendering box2d bodies + fixtures using pixels so all the physics appeared floating and slow. Looking at the documentation I realised box2d uses metrics units so I went through and converted the box2d positions and sizes by a factor of 32 so I end up with a box2d world of 25x15 metres.
我遇到的问题是现在 box2d 对象被渲染得非常小.如何缩小它们以使它们在屏幕上显示为常规尺寸?
The issue I'm having is that now box2d objects are rendered incredibly small. How can I scale them back so they appear regular size on screen?
推荐答案
你需要使用world和box2之间的转换因子.
You need to use conversions factor between world and box2.
在您的 create() 中,您将拥有:
In your create() you'll have :
private OrthographicCamera camera;
private BodyDef bodyDef;
private Body body;
private PolygonShape box;
static float WORLD_TO_BOX, BOX_TO_WORLD, bodyWidth, bodyHieght;
public Create(){
//Conversion factors
WORLD_TO_BOX = 1/32f;
BOX_TO_WORLD = 1/WORLD_TO_BOX;
//Creation of the camera with your factor 32
camera = new OrthographicCamera();
camera.viewportHeight = Gdx.graphics.getHeight() * WORLD_TO_BOX;
camera.viewportWidth = Gdx.graphics.getWidth() * WORLD_TO_BOX;
camera.position.set(camera.viewportWidth/2, camera.viewportHeight/2, 0f);
camera.update();
//Let's say you want to create a body in the center of your screen
BodyDef = new BodyDef();
BodyDef.position.set(new Vector2(camera.viewportWidth/2, -camera.viewportHeight/2));
body = world.createBody(BodyDef);
box = new PolygonShape();
//Let's say you want your body to have the shape of a square which sides size is one fifth of your camera width
bodyWidth = camera.viewportWidth/10;
bodyHeight = camera.viewportWidth/10;
box.setAsBox(bodyWidth, bodyHeight);
body.createFixture(box, 0.0f);
}
现在您只使用转换系数 WORLD_TO_BOX 来创建您的相机.但是如果你想在你的身体上绘制一些精灵,你将在 render() 中使用 BOX_TO_WORLD 因子.例如,您想使用 spritebatch 在您的正方形上绘制一个具有确切大小和位置的精灵,在您将拥有的 render() 中:
For now you only used the conversion factor WORLD_TO_BOX, to create your camera. But if you want to draw some sprites on your body, you'll use the BOX_TO_WORLD factor, in the render(). For example you want to use a spritebatch to draw a sprite on your square, with the exact size and position, in the render() you'll have :
private Texture texture;
public void render(){
game.batch.begin();
game.batch.setColor(1,1,1,1);
//In Box2D, the orgin of a body is the center of the body,
//while in your world the orgin of a sprite is the bottom left corner
//I Box2D the width and the height of a body will be twice the values you entered,
//while in your world the width and the height of a sprite are the exact values you entered.
//Taking all this into account, to draw a sprite above a body you need to :
//1 - center the sprite above the body. Ex : (body.getPosition().x - bodyWidth) for the X position
//2 - draw the sprite at the right size, taking in account the factor 2. Ex : bodyWidth * 2 for the widht of the sprite
//3 - Apply the BOX_TO_WORLD factor to all every sizes and distances
game.batch.draw(texture,
BOX_TO_WORLD * (body.getPosition().x - bodyWidth),
BOX_TO_WORLD * (body.getPosition().y - bodyHeight),
BOX_TO_WORLD * bodyWidth * 2,
BOX_TO_WORLD * bodyHeight * 2);
game.batch.end();
}
希望它能回答你的问题.
Hope it answers your question.
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本文标题为:在 libgdx 中渲染 box2d
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