【发布时间】:2014-07-08 20:58:38
【问题描述】:
我正在尝试为 iOS 开发一个涉及布娃娃状实体的基本游戏。基本上(如下所示),我有一个头、一个身体和一个右臂(这三个都是基本的精灵节点),它们通过针关节连接,模拟人体中的连接(大致)。
头部和身体完美地工作,当施加力时,身体完美地围绕头部旋转并最终在头部下方垂直休息(见图)。
手臂的底部通过销关节固定在身体上,应该围绕其底部旋转(有点像肩膀),并且设置为初始旋转 45 度,因此它看起来像物理之前的手臂引擎接管。
我的问题是:为什么手臂不会因为重力而处于垂直位置(如身体)?难道重力不应该导致手臂围绕其底部旋转,直到手臂的尖端直接位于手臂顶部(肩膀)的下方?此外,当对身体施加力时(如下面的示例代码所示),身体会完全按照应有的方式围绕颈部关节旋转,但手臂不会从当前方向移动(这是不可取的)。
如果不是这样,我该如何实现这个效果?
感谢您的宝贵时间,如果需要,我很乐意提供任何其他信息
物理模拟静止图片:
演示问题的相关代码:
//make the head node
SKSpriteNode *head = [SKSpriteNode spriteNodeWithImageNamed:@"head"];
head.size = CGSizeMake(20 * [CFLConstants universalWidthScaleFactor], 20 * [CFLConstants universalWidthScaleFactor]);
head.position = position;
head.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:head.size.width/2];
head.physicsBody.categoryBitMask = CFLPhysicsCategoriesHead;
head.physicsBody.collisionBitMask = 0;
head.physicsBody.dynamic = NO;
[self.ragdollLayer addChild:head];
//make the body node
SKSpriteNode *body = [SKSpriteNode spriteNodeWithImageNamed:@"body"];
body.size = CGSizeMake(head.size.width, head.size.width * 3);
body.position = CGPointMake(head.position.x, head.position.y - head.size.height/2 - body.size.height/2);
body.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:body.size];
body.physicsBody.categoryBitMask = CFLPhysicsCategoriesBody;
body.physicsBody.collisionBitMask = 0;
[self.ragdollLayer addChild:body];
//attach the head and the body (via a neck joint)
SKPhysicsJointPin *neckJoint = [SKPhysicsJointPin jointWithBodyA:head.physicsBody bodyB:body.physicsBody anchor:CGPointMake(head.position.x, head.position.y - head.size.height/2)];
[self.physicsWorld addJoint:neckJoint];
//make the right arm
SKSpriteNode *rightArm = [SKSpriteNode spriteNodeWithImageNamed:@"arm"];
rightArm.size = CGSizeMake(head.size.width/5, head.size.width/5 * 10);
rightArm.anchorPoint = CGPointZero;
CGPoint rightArmPosition = CGPointMake(body.position.x + body.size.width * 1/5, body.position.y + body.size.height * 1/5);
rightArm.position = rightArmPosition;
rightArm.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:rightArm.size];
rightArm.physicsBody.categoryBitMask = CFLPhysicsCategoriesRightArm;
rightArm.physicsBody.collisionBitMask = 0;
rightArm.zRotation = -M_PI_4;
//force which makes the arm problem even more noticeable
[body.physicsBody applyImpulse:CGVectorMake(100, 0)];
[self.ragdollLayer addChild:rightArm];
//make the joint which holds the right arm to the body, but should allow the arm to rotate about this point (and doesn't)
SKPhysicsJointPin *rightShoulderJoint = [SKPhysicsJointPin jointWithBodyA:body.physicsBody bodyB:rightArm.physicsBody anchor:rightArmPosition];
[self.physicsWorld addJoint:rightShoulderJoint];
【问题讨论】:
标签: ios sprite-kit skphysicsbody