Sprite.rotation在box2d中无效

3
我有一个精灵数组,用户可以在ccTouchesMoved中移动。 当用户选择其中一个精灵(通过触摸它),他们可以使用ccTouchesMoved方法旋转精灵,直到取消选择旋转功能。
精灵正确旋转,但我还有另一个方法,在精灵周围创建边缘,使它们具有碰撞等功能。
当调用此方法时,它会重置所有精灵的旋转角度,将它们设置为0,我不知道为什么。
 for (CCSprite *sprite in bounceBarriers)
    {
        curBarrier = sprite;
        curBarrier.rotation = 20;
        [self bounceCreator];
    }

//bounceCreator:

b2BodyDef barrierBodyDef;
barrierBodyDef.type = b2_staticBody;
barrierBodyDef.position.Set(curBarrier
                            .position.x/PTM_RATIO, curBarrier.position.y/PTM_RATIO);
barrierBodyDef.userData = curBarrier; //the userData is set to the current sprite

_body2 = _world->CreateBody(&barrierBodyDef);
barrierBodyDef.position.Set(0,0);

b2Body *barrierBody;
barrierBody = _world->CreateBody(&barrierBodyDef);

b2EdgeShape barrierEdge;
b2FixtureDef barrierShapeDef;
barrierShapeDef.shape = &barrierEdge;
barrierShapeDef.friction = 1.0f;
barrierShapeDef.restitution = 1.0f;
barrierEdge.Set(b2Vec2((curBarrier.position.x-70)/PTM_RATIO, (curBarrier.position.y+10)/PTM_RATIO),
                b2Vec2((curBarrier.position.x-70)/PTM_RATIO, (curBarrier.position.y-10)/PTM_RATIO));
barrierBody->CreateFixture(&barrierShapeDef);
barrierEdge.Set(b2Vec2((curBarrier.position.x-70)/PTM_RATIO, (curBarrier.position.y-10)/PTM_RATIO),
                b2Vec2((curBarrier.position.x+70)/PTM_RATIO, (curBarrier.position.y-10)/PTM_RATIO));
barrierBody->CreateFixture(&barrierShapeDef);
barrierEdge.Set(b2Vec2((curBarrier.position.x+70)/PTM_RATIO, (curBarrier.position.y-10)/PTM_RATIO),
                b2Vec2((curBarrier.position.x+70)/PTM_RATIO, (curBarrier.position.y+10)/PTM_RATIO));
barrierBody->CreateFixture(&barrierShapeDef);
barrierEdge.Set(b2Vec2((curBarrier.position.x+70)/PTM_RATIO, (curBarrier.position.y+10)/PTM_RATIO),
                b2Vec2((curBarrier.position.x-70)/PTM_RATIO, (curBarrier.position.y+10)/PTM_RATIO));
barrierBody->CreateFixture(&barrierShapeDef); 

同时:curBarrier.rotation = 20; 是为了测试而设置的。它将被重置为0,而不是20。 - SamBo
1个回答

2

同时更新b2body的旋转角度。

   body->SetTransform([self toB2Meters: sprite.position], -1*CC_DEGREES_TO_RADIANS(20));

很好的开始,Guru。这防止了旋转重置为0(我必须改变一些东西才能让你的方法工作,但SetTransform()方法是关键)。然而,现在bodyEdge没有被设置,即碰撞没有被检测到。感谢您迄今为止的帮助,也许您还有最后一点智慧,因为这个问题已经困扰我一整天了。 - SamBo
欢迎,Sam,愉快编码。 - Guru

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