1. 程式人生 > >kinematic與static剛體不會觸發任何接觸回調

kinematic與static剛體不會觸發任何接觸回調

post line 鏈接 back ide ear static collision col

Main.as

package{
    import Box2D.Common.Math.b2Vec2;
    import Box2D.Dynamics.b2Body;
    import Box2D.Dynamics.Contacts.b2Contact;
    import Box2D.Collision.b2Manifold;
    import Box2D.Dynamics.b2ContactImpulse;
    
    public class Main extends BaseMain{
        
        
        public function
Main(){ super(new b2Vec2(0,0)); } override protected function init():void{ UIManager.getInstance().init(this); var boxA:b2Body=createBox(30,30,50,300); var circle:b2Body=createCircle(15,50,400); var boxB:b2Body=createBox(50,200,700,300); boxA.SetUserData({type:
"boxA"}); circle.SetUserData({type:"circle"}); boxB.SetUserData({type:"boxB"}); boxB.SetType(b2Body.b2_staticBody); boxA.SetType(b2Body.b2_kinematicBody); boxA.SetLinearVelocity(new b2Vec2(10,0)); boxA.SetPreSolveCallback(preSolve); boxA.SetContactBeginCallback(contactBegin); boxA.SetContactEndCallback(contactEnd); boxA.SetPostSolveCallback(postSolve); circle.SetType(b2Body.b2_dynamicBody); circle.SetLinearVelocity(
new b2Vec2(5,0)); circle.SetPreSolveCallback(preSolve); circle.SetContactBeginCallback(contactBegin); circle.SetContactEndCallback(contactEnd); circle.SetPostSolveCallback(postSolve); } private function contactBegin(contact:b2Contact,other:b2Body):void{ UIManager.getInstance().print("contactBegin:"+other.GetUserData().type); } private function contactEnd(contact:b2Contact,other:b2Body):void{ UIManager.getInstance().print("contactEnd:"+other.GetUserData().type); } private function postSolve(contact:b2Contact,impulse:b2ContactImpulse,other:b2Body):void{ UIManager.getInstance().print("postSolve:"+other.GetUserData().type); } private function preSolve(contact:b2Contact,oldManifold:b2Manifold,other:b2Body):void{ UIManager.getInstance().print("preSolve:"+other.GetUserData().type); } override protected function stepBefore():void{ } }; }

示例:

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kinematic與static剛體不會觸發任何接觸回調