滑轮关节(b2PulleyJoint)

 package{
import Box2D.Collision.b2AABB;
import Box2D.Collision.b2RayCastInput;
import Box2D.Collision.b2RayCastOutput;
import Box2D.Collision.Shapes.b2CircleShape;
import Box2D.Collision.Shapes.b2PolygonShape;
import Box2D.Collision.Shapes.b2Shape;
import Box2D.Common.Math.b2Vec2;
import Box2D.Dynamics.b2Body;
import Box2D.Dynamics.b2BodyDef;
import Box2D.Dynamics.b2Fixture;
import Box2D.Dynamics.b2FixtureDef;
import Box2D.Dynamics.b2World;
import flash.display.Sprite;
import flash.utils.getTimer;
import Box2D.Dynamics.Joints.b2PulleyJoint;
import Box2D.Dynamics.Joints.b2PulleyJointDef; /**
*
*/
public class Main extends BaseMain{ public function Main(){
super(new b2Vec2(0,10));
} override protected function init():void{
var bodyA:b2Body=this.createBox(50,50,100,400);
var bodyB:b2Body=this.createCircle(25,700,400); var jointDef:b2PulleyJointDef=new b2PulleyJointDef(); //悬挂的两个点
var gaA:b2Vec2=new b2Vec2(100/_pixelToMeter,100/_pixelToMeter);
var gaB:b2Vec2=new b2Vec2(700/_pixelToMeter,100/_pixelToMeter); var anchorA:b2Vec2=bodyA.GetWorldCenter();
var anchorB:b2Vec2=bodyB.GetWorldCenter();
var r:Number=1;//如果系数是2,那么 length1 的变化会是 length2 的两倍。另外连接 body1 的绳子的约束力将会是连接 body2 绳子的一半。
jointDef.Initialize(bodyA,bodyB,gaA,gaB,anchorA,anchorB,r);
var joint:b2PulleyJoint=_world.CreateJoint(jointDef) as b2PulleyJoint;
} override protected function stepBefore():void{ } };
}

滑轮关节(b2PulleyJoint)

源码下载:http://yunpan.cn/c3aI3KPrsUSXy  访问密码 64bc

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