问题
How to disable the contact between two bodies in box2d (Andengine). I have used contact.setEnabled(false)
but this was not working for me. I have given code below for reference.
@Override
public void beginContact(final Contact pContact)
{
final Fixture fixtureA = pContact.getFixtureA();
final Body bodyA = fixtureA.getBody();
final Object userDataA = bodyA.getUserData();
final Fixture fixtureB = pContact.getFixtureB();
final Body bodyB = fixtureB.getBody();
final Object userDataB = bodyB.getUserData();
if(userDataA==null || userDataB==null)
return;
if(userDataA.equals(target) && userDataB.equals(ball)
{
pContact.setEnabled(false);
}
}
回答1:
@Override public void preSolve(Contact contact, Manifold oldManifold) { PhysicsConnectorManager mPC = this.mPhysicsWorld.getPhysicsConnectorManager(); Body targetBody = mPC.findBodyByShape(target); Body ballBody = mPC.findBodyByShape(ball); if (contact.getFixtureA().getBody() == targetBody && contact.getFixtureB().getBody() == ballBody) { contact.setEnabled(false); } else { contact.setEnabled(true); } }
回答2:
As far as Box2D is concerned your code looks mostly correct, apart from that you will also need to check if the ball and the target are the other way around:
if( (userDataA.equals(target) && userDataB.equals(ball)) ||
(userDataB.equals(target) && userDataA.equals(ball)) )
But I think your main problem might be the use of final... why final? I am no java expert but it looks very suspicious and a quick look at wikipedia says: "A final variable can only be initialized once". To keep the contact disabled you'll need to do SetEnabled(false) every frame.
回答3:
I had the same problem and thanks to @Rooban and his comment "fixture.isSensor=true;" I solved it. I'm working with box2dweb (JavaScript port) and because all box2d APIs are similar this might help you.
Let say you have two objects, a WALL and a TOY. The TOY is passing through the WALL.
//WALL (toy detector)
var toyDetectorFixDef = new box2d.b2FixtureDef();
toyDetectorFixDef.density = 1;
toyDetectorFixDef.friction = 0.5;
toyDetectorFixDef.restitution = 0.5;
toyDetectorFixDef.shape = new box2d.b2PolygonShape;
toyDetectorFixDef.shape.SetAsBox(80 / SCALE, 5 / SCALE);//, new box2d.b2Vec2(bodyDef3.x, bodyDef3.y ), 4);
//BE SURE YOU ADDED THIS LINE, SO THIS OBJECT IS ACTING AS A SENSOR
toyDetectorFixDef.isSensor = true;
var toyDetectorBodyDef = new box2d.b2BodyDef();
toyDetectorBodyDef.type = box2d.b2Body.b2_staticBody;
toyDetectorBodyDef.position.x = 100 / SCALE;
toyDetectorBodyDef.position.y = 280 / SCALE;
var rbDataToyDetector = new Object();
rbDataToyDetector.bodyType = "toyDetector";
toyDetectorBodyDef.userData = rbDataToyDetector;
var toyDetectorBox = world.CreateBody(toyDetectorBodyDef);
toyDetectorBox.CreateFixture(toyDetectorFixDef);
Then you have to add the TOY object.
//TOY object
var fixDef = new box2d.b2FixtureDef();
fixDef.density = 1;
fixDef.friction = 0.5;
fixDef.restitution = 0.5;
bodyDef = new box2d.b2BodyDef();
bodyDef.type = box2d.b2Body.b2_dynamicBody;
bodyDef.position.x = 200 / SCALE + Math.random() * 400 / SCALE;
bodyDef.position.y = 0;
var rbDataBall = new Object();
rbDataBall.bodyType = "toy";
bodyDef.userData = rbDataBall;
fixDef.shape = new box2d.b2CircleShape(20 / SCALE);
var toyBox = world.CreateBody(bodyDef);
toyBox.CreateFixture(fixDef);
Now when you have the objects you have to check for collision.
try {
var listener = new Box2D.Dynamics.b2ContactListener;
listener.BeginContact = function (contact) {
if ((contact.GetFixtureA().GetBody().GetUserData().bodyType == "toyDetector" && contact.GetFixtureB().GetBody().GetUserData().bodyType == "toy") ||
(contact.GetFixtureA().GetBody().GetUserData().bodyType == "toy" && contact.GetFixtureB().GetBody().GetUserData().bodyType == "toyDetector")) {
//YOUR CODE HERE
console.log("Toy detected!");
}
}
world.SetContactListener(listener);
}
catch (e) {
console.log(e.toString());
}
I hope this will help you.
来源:https://stackoverflow.com/questions/6703285/set-contact-enabled-in-box2d-andengine