图片屏幕LibGdxGearJoint齿轮关节

本文纯属个人见解,是对前面学习的总结,如有描述不正确的地方还请高手指正~

package com.joye3g.joint;

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.EdgeShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.physics.box2d.joints.GearJointDef;
import com.badlogic.gdx.physics.box2d.joints.RevoluteJoint;
import com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef;
import com.joye3g.joint.util.Transform;

public class GearJointDemo implements ApplicationListener{
	private Box2DDebugRenderer renderer;
	private OrthographicCamera camera;
	private static final float PXTM = 30;
	private World mWorld;
	@Override
	public void create() {
		float screenWidth = Gdx.graphics.getWidth();
		float screenHeight = Gdx.graphics.getHeight();
		renderer = new Box2DDebugRenderer();
		camera = new OrthographicCamera(screenWidth / PXTM, screenHeight / PXTM);
		mWorld = new World(new Vector2(0f, 0f), true);

		//绘制面地
		BodyDef bodyDef = new BodyDef();
		bodyDef.type = BodyType.StaticBody;
		bodyDef.position.set(-screenWidth / PXTM / 2, -screenHeight / PXTM / 2);
		Body mGroupBody = mWorld.createBody(bodyDef);
		EdgeShape edgeShape = new EdgeShape();
		edgeShape.set(new Vector2(0f, 1f), new Vector2(screenWidth / PXTM, 1f));
		FixtureDef fixtureDef = new FixtureDef();
		fixtureDef.shape = edgeShape;
		mGroupBody.createFixture(fixtureDef);

		//绘制一个半径为1米的圆形
		BodyDef mCircleBodyDef1 = new BodyDef();
		mCircleBodyDef1.type = BodyType.DynamicBody;
		//圆形的位置在屏幕(60,190)的位置
		Vector2 vector1 = Transform.ptm(60f, 190f, screenWidth, screenHeight, 0f, 0f, PXTM);
		mCircleBodyDef1.position.set(vector1);
		Body mCircle1 = mWorld.createBody(mCircleBodyDef1);
		CircleShape mCircleShape1 = new CircleShape();
		mCircleShape1.setRadius(1f);
		FixtureDef mCircleFix1 = new FixtureDef();
		mCircleFix1.shape = mCircleShape1;
		mCircleFix1.density = 3.0f;
		mCircle1.createFixture(mCircleFix1);

		//绘制一个半径为1米的圆形
		BodyDef mCircleBodyDef2 = new BodyDef();
		mCircleBodyDef2.type = BodyType.DynamicBody;
		//圆形的位置在屏幕(200,190)的位置
		Vector2 vector2 = Transform.ptm(200f, 190f, screenWidth, screenHeight, 0f, 0f, PXTM);
		mCircleBodyDef2.position.set(vector2);
		Body mCircle2 = mWorld.createBody(mCircleBodyDef2);
		CircleShape mCircleShape2 = new CircleShape();
		mCircleShape2.setRadius(1f);
		FixtureDef mCircleFix2 = new FixtureDef();
		mCircleFix2.shape = mCircleShape2;
		mCircleFix2.density = 3.0f;
		mCircle2.createFixture(mCircleFix2);

		//建创一个旋转节关
		RevoluteJointDef revoluteJointDef = new RevoluteJointDef();
		revoluteJointDef.initialize(mGroupBody, mCircle1, mCircle1.getWorldCenter());
		revoluteJointDef.maxMotorTorque = 20f;//马达的预期最大扭矩
		revoluteJointDef.motorSpeed = 50f;//马达的终究扭矩
		revoluteJointDef.enableMotor = true;//动启马达
		RevoluteJoint revoluteJoint1 = (RevoluteJoint) mWorld.createJoint(revoluteJointDef);

		//建创一个旋转节关
		RevoluteJointDef revoluteJointDef2 = new RevoluteJointDef();
		revoluteJointDef2.initialize(mGroupBody, mCircle2, mCircle2.getWorldCenter());
		RevoluteJoint revoluteJoint2 = (RevoluteJoint) mWorld.createJoint(revoluteJointDef2);
		
		//建创一个齿轮节关,mCircle1为驱动的Body,mCircle2为被驱动的Body
		GearJointDef gearJointDef = new GearJointDef();
		gearJointDef.bodyA = mCircle1;
		gearJointDef.bodyB = mCircle2;
		gearJointDef.joint1 = revoluteJoint1;
		gearJointDef.joint2 = revoluteJoint2;
		gearJointDef.ratio = 1f;
		mWorld.createJoint(gearJointDef);
	}

	@Override
	public void resize(int width, int height) {
	}

	@Override
	public void render() {
		GL10 gl=Gdx.graphics.getGL10();
		gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
		mWorld.step(Gdx.graphics.getDeltaTime(), 8, 6);
		renderer.render(mWorld, camera.combined);
	}

	@Override
	public void pause() {
	}

	@Override
	public void resume() {
	}

	@Override
	public void dispose() {
	}
}
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package com.joye3g.joint.util;

import com.badlogic.gdx.math.Vector2;

public class Transform {
	/**
	 * @param x_px				图片地点x标坐
	 * @param y_px				图片地点y标坐
	 * @param screenWidth		屏幕宽度
	 * @param screenHeight		屏幕度高
	 * @param width_px			图片宽度
	 * @param height_px			图片度高
	 * @param scale				缩放比例
	 * @return					(x,y)直接置设为body的position可以使body与图片重合
	 */
	public static Vector2 ptm(float x_px, float y_px, float screenWidth, float screenHeight, float width_px, float height_px, float scale){
		Vector2 vector2 = new Vector2();
		vector2.x = -(screenWidth - x_px * 2 - width_px) / scale / 2;
		vector2.y = -(screenHeight - y_px * 2 - height_px) / scale / 2;
		return vector2;
	}

	/**
	 * @param x_m				body地点x标坐
	 * @param y_m				body地点y标坐
	 * @param screenWidth		屏幕宽度
	 * @param screenHeight		屏幕度高
	 * @param wh				(x,y)body的宽高
	 * @param scale				缩放比例
	 * @return					(x,y)直接置设为图片的position可以使图片与body重合
	 */
	public static Vector2 mtp(float x_m, float y_m, float screenWidth, float screenHeight, Vector2 wh, float scale){
		Vector2 vector2 = new Vector2();
		vector2.x = x_m * scale + screenWidth / 2 - wh.x * scale;
		vector2.y = y_m * scale + screenHeight / 2 - wh.y * scale;
		return vector2;
	}
}

文章结束给大家分享下程序员的一些笑话语录: 打赌
飞机上,一位工程师和一位程序员坐在一起。程序员问工程师是否乐意和他一起玩一种有趣的游戏。工程师想睡觉,于是他很有礼貌地拒绝了,转身要睡觉。程序员坚持要玩并解释说这是一个非常有趣的游戏:"我问你一个问题,如果你不知道答案,我付你5美元。然后你问我一个问题,如果我答不上来,我付你5美元。"然而,工程师又很有礼貌地拒绝了,又要去睡觉。  程序员这时有些着急了,他说:"好吧,如果你不知道答案,你付5美元;如果我不知道答案,我付50美元。"果然,这的确起了作用,工程师答应了。程序员就问:"从地球到月球有多远?"工程师一句话也没有说,给了程序员5美元。  现在轮到工程师了,他问程序员:"什么上山时有三条腿,下山却有四条腿?"程序员很吃惊地看着工程师,拿出他的便携式电脑,查找里面的资料,过了半个小时,他叫醒工程师并给了工程师50美元。工程师很礼貌地接过钱又要去睡觉。程序员有些恼怒,问:"那么答案是什么呢?"工程师什么也没有说,掏出钱包,拿出5美元给程序员,转身就去睡觉了。

原文地址:https://www.cnblogs.com/xinyuyuanm/p/3055252.html