首页 \ 问答 \ 如何让两个物体在Farseer中碰撞并将冲动传递到第二个物体?(How to let two bodies collide in Farseer and pass the impulse to the 2nd body?)

如何让两个物体在Farseer中碰撞并将冲动传递到第二个物体?(How to let two bodies collide in Farseer and pass the impulse to the 2nd body?)

我有一个带有冰球(圆形夹具)和蝙蝠的沙箱(由用户的鼠标移动指示)。 如果用户击中冰球,我希望它根据鼠标移动速度获得冲动。 但是我有问题:

  • 在碰撞委托中,如果我检查蝙蝠的线性速度,它是0 | 0或完全随机的东西(似乎)。
  • 如果我只是给冰球一个恒定的冲动,那么球棒的移动速度就不包括在内了。
  • 我想在两个物体的接触点处施加冲击而不是在冰球的中心。 如果发生碰撞,有没有办法访问该点的坐标?

解决这个问题的正确方法是什么?


I have a sandbox with a puck (circular fixture) and a bat (directed by user's mouse movements). If the user hits the puck I want it to get an impulse based on the mouse movement speed. However I have issues:

  • In the collision delegate if I check the linear speed of the bat it is either 0|0 or something completely random (it seems).
  • If I just give a constant impulse to the puck, the movement speed of the bat is not included.
  • I want to apply the impulse at the contact point of the two bodies and not to the center of the puck. Is there a way to access the coordinates of that point if the collision occurs?

What is the correct way to solve this?


原文:https://stackoverflow.com/questions/9309832
更新时间:2023-02-15 10:02

最满意答案

for..each构造迭代集合或数组中的每个元素。 构造的形式如下:

for(Type varName : [Array || Collection]){
  //for each iteration varName is assigned an element in the collection/array
}

在您的示例中,外部循环已正确构造,并将ArrayList分配给每次迭代的priority变量。 由于您希望迭代ArrayList优先级中的每个元素,因此内部循环未正确构造,但代码尝试使用priority ArrayList的元素。 下面的代码显示了正确的结构,并将ArrayList替换为List接口,这比使用集合的具体类型更受欢迎。

public static void renderSprites(List<List<AbstractSprite>> priorities){
    for (List<AbstractSprite> priority : priorities){
        for(AbstractSprite sprite : priority)){
           renderSprite(sprite);
        }
    }
}

The for..each construct iterates over every element in a collection or an array. The construct is in the form:

for(Type varName : [Array || Collection]){
  //for each iteration varName is assigned an element in the collection/array
}

In your example the outer loop is properly constructed and will assign the ArrayList to the priority variable for each iteration. The inner loop is not properly constructed since you want to iterate over each element in the ArrayList priority, however the code attempts to use an element from the priority ArrayList. The following code shows the proper structure and replaces the ArrayList with the List interface, which is preferred over using the concrete type of the collection.

public static void renderSprites(List<List<AbstractSprite>> priorities){
    for (List<AbstractSprite> priority : priorities){
        for(AbstractSprite sprite : priority)){
           renderSprite(sprite);
        }
    }
}

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