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我想知道box2d b2BodyDef是否有massdata屬性,或者是否可以以某種方式訪問它。我不確定這是否可以在Cocos2D中完成,但我已經在我試圖在cocos2d中重新實現的閃存代碼中看到它。 下面是導致問題的代碼。Can box2d b2BodyDef在Cocos2D中有一個massdata屬性嗎?
for (var i:Number = 0; i < numSections - 1; i++)
{
// One rope section body
ropeBodyDef.position.Set(0, starBody.GetPosition().y - dY * i/numSections);
ropeBodyDef.massData.mass = 0.8 + 0.8 * i/numSections;
//ropeBody.
ropeBody = world.CreateBody(ropeBodyDef);
ropeBody.CreateShape(ropeShapeDef);
ropeSegments.push(ropeBody);
// One rope section joint
jointDef.Initialize(ropeStart, ropeBody, ropeStart.GetPosition(), ropeBody.GetPosition());
joint = world.CreateJoint(jointDef) as b2DistanceJoint;
joint.m_length = dY/numSections; // this is probably something bad, but I need it for the whole thing to work.
// update startpoint for next joint
ropeStart = ropeBody;
}
任何人可以請幫助我。一旦你創建身體