因此,我在2d方块中进行游戏。一方面,我需要一个具有恒定反弹高度的球。我将球的恢复力设置为1,并且不对其施加任何力(当然,重力除外)。现在,这个球在每次弹跳时,每次弹跳都会更高一点,直到它离开屏幕的顶部边缘为止。此代码有什么问题?
public class Ball implements ApplicationListener {
World world ;
Box2DDebugRenderer debugRenderer;
OrthographicCamera camera;
static final float BOX_STEP=1/60f;
static final int BOX_VELOCITY_ITERATIONS=8;
static final int BOX_POSITION_ITERATIONS=3;
static final float WORLD_TO_BOX=0.01f;
static final float BOX_WORLD_TO=100f;
Rectangle ball;
Body body;
/* (non-Javadoc)
* @see com.badlogic.gdx.ApplicationListener#create()
*/
@Override
public void create() {
world = new World(new Vector2(0, -10), true);
camera = new OrthographicCamera();
camera.viewportHeight = 480;
camera.viewportWidth = 800;
camera.position.set(camera.viewportWidth * .5f, camera.viewportHeight * .5f, 0f);
camera.update();
//Ground body
BodyDef groundBodyDef =new BodyDef();
groundBodyDef.position.set(new Vector2(0, 10 * WORLD_TO_BOX));
Body groundBody = world.createBody(groundBodyDef);
PolygonShape groundBox = new PolygonShape();
float w = (camera.viewportWidth * 2) * WORLD_TO_BOX;
float h = 10.0f * WORLD_TO_BOX;
groundBox.setAsBox(w,h);
groundBody.createFixture(groundBox, 0.0f);
String a="gb";
groundBody.setUserData(a);
//Dynamic Body
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
float posX = (camera.viewportWidth / 8) * WORLD_TO_BOX;
float posY = (camera.viewportHeight / 2) * WORLD_TO_BOX;
bodyDef.position.set(posX, posY);
body = world.createBody(bodyDef);
// create a Rectangle to logically represent the ball
CircleShape dynamicCircle = new CircleShape();
dynamicCircle.setRadius(1f);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = dynamicCircle;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.0f;
fixtureDef.restitution =1f;
body.createFixture(fixtureDef);
debugRenderer = new Box2DDebugRenderer();
}
@Override
public void dispose() {
}
@Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
debugProjection.set(camera.combined);
debugProjection.scl(BOX_WORLD_TO);
debugRenderer.render(world, debugProjection);
world.step(BOX_STEP, BOX_VELOCITY_ITERATIONS, BOX_POSITION_ITERATIONS);
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
最佳答案
这可能是由numerical instability引起的。反复计算球的位置不可避免地会引入微小的数字误差(因为浮子只能容纳有限的数字)。这些可能会不断增长,并在迭代之间累加,反弹。
您可以尝试使用归还0.9999999之类的方法。但是很可能没有恢复价值可以提供预期的结果。
尝试积极补偿数值不稳定性,例如在您可以非迭代地计算值的情况下,通过控制球的位置和/或速度。 (我不知道Box2D。也许当球撞到地面时,您可以重置其速度或其他东西。)