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我使用cocos2d的有Box2D的一起,我試圖生成2個圈,我與此代碼我之後附加兩個圓關節
b2BodyDef bodyDef[2];
b2Body *body[2];
for (int i=0; i<=1; i++)
{
bodyDef[i].type = b2_dynamicBody;
bodyDef[i].position.Set(((i+1)*blobSize)/PTM_RATIO,((i+1)*blobSize)/PTM_RATIO);
body[i] = world->CreateBody(&bodyDef[i]);
// Define another box shape for our dynamic body.
b2CircleShape circle;
circle.m_radius = (blobSize)/PTM_RATIO;
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &circle;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.4f;
fixtureDef.restitution = 0.2f;
body[i]->CreateFixture(&fixtureDef);
}
該代碼工作做了完美的距離......然後直接把我的代碼,使得它看起來像這樣
//Finding Midpoint of the circle
b2Vec2 blobCenter;
blobCenter.x = blobSize/2;
blobCenter.y = blobSize/2;
b2DistanceJointDef jointDef;
jointDef.Initialize(body[0], body[1],blobCenter, blobCenter);
jointDef.collideConnected = true;
執行同樣的事情發生以前一樣,產生的僅有2 cirlces,但它們不與合資
附然而,當此代碼編譯沒有錯誤的距離聯合