在昨天的示例中,您看到了如何創建一個簡單的世界并使用WorldView進行顯示,以及如何提供自定義渲染器。 現在,我們將添加一些用戶輸入。 我們將創建一個類似于彈球機中的鰭狀肢的控件。
為此,我們將創建一個關節。 在JBox2D中,關節用于將物體約束到世界或彼此約束。 我們將創建一個靜態圓形的Body,它將用作我們的鰭狀肢的軸,并通過RevoluteJoint將Box綁定到它。
為了簡化代碼,我們首先定義一個JointBuilder基類和一個RevoluteJointBuilder:
public abstract class JointBuilder, T extends JointDef> {protected World world;protected T jointDef;protected JointBuilder(World world, T jointDef) {this.world = world;this.jointDef = jointDef;}public K bodyA(Body a) {jointDef.bodyA = a;return (K) this;}public K bodyB(Body b) {jointDef.bodyB = b;return (K) this;}public K userData(Object userData) {jointDef.userData = userData;return (K) this;}public K type(JointType type) {jointDef.type = type;return (K) this;}public K collideConnected(boolean coco) {jointDef.collideConnected = coco;return (K) this;}public Joint build() {return world.createJoint(jointDef);}
}
這是RevoluteJointBuilder:
public class RevoluteJointBuilder extends JointBuilder {public RevoluteJointBuilder(World world, Body a, Body b, Vec2 anchor) {super(world, new RevoluteJointDef());jointDef.initialize(a, b, anchor);}public RevoluteJointBuilder enableLimit(boolean enable) {jointDef.enableLimit = enable;return this;}public RevoluteJointBuilder enableMotor(boolean motor) {jointDef.enableMotor = motor;return this;}public RevoluteJointBuilder localAnchorA(Vec2 localAnchorA) {jointDef.localAnchorA = localAnchorA;return this;}public RevoluteJointBuilder localAnchorB(Vec2 localAnchorB) {jointDef.localAnchorB = localAnchorB;return this;}public RevoluteJointBuilder lowerAngle(float lowerAngle) {jointDef.lowerAngle = lowerAngle;return this;}public RevoluteJointBuilder maxMotorTorque(float maxMotorTorque) {jointDef.maxMotorTorque = maxMotorTorque;return this;}public RevoluteJointBuilder motorSpeed(float motorSpeed) {jointDef.motorSpeed = motorSpeed;return this;}public RevoluteJointBuilder referenceAngle(float referenceAngle) {jointDef.referenceAngle = referenceAngle;return this;}public RevoluteJointBuilder upperAngle(float upperAngle) {jointDef.upperAngle = upperAngle;return this;}}
現在,我們可以像這樣修改HelloWorld-Example:
public class HelloWorld extends Application {public static void main(String[] args) {Application.launch(args);}@Overridepublic void start(Stage primaryStage) {World world = new World(new Vec2(0, -2f), true);primaryStage.setTitle("Hello World!");NodeManager.addCircleProvider(new MyNodeProvider());new CircleBuilder(world).userData("ball").position(0.1f, 4).type(BodyType.DYNAMIC).restitution(1).density(2).radius(.15f).friction(.3f).build();final Body flipperBody = new BoxBuilder(world).position(0, 2).type(BodyType.DYNAMIC).halfHeight(.02f).halfWidth(.2f).density(2).friction(0).userData("flipper").build();Vec2 axis = flipperBody.getWorldCenter().add(new Vec2(.21f, 0));Body axisBody = new CircleBuilder(world).position(axis).type(BodyType.STATIC).build();new RevoluteJointBuilder(world, flipperBody, axisBody, axis).upperAngle(.6f).lowerAngle(-.6f).enableMotor(true).enableLimit(true).maxMotorTorque(10f).motorSpeed(0f).build();Scene scene = new Scene(new WorldView(world, 200, 400, 50), 500, 600);// groundnew BoxBuilder(world).position(0, -1f).halfHeight(1).halfWidth(5).build();primaryStage.setScene(scene);primaryStage.show();}
}
這將顯示我們的場景,您將看到關節如何防止動態Box掉落到地面以及如何限制其運動。
下一步是允許用戶對其進行控制。 為此,我們將在用戶按下按鍵時施加力。 在場景實例化之后添加以下內容:
scene.setOnKeyPressed(new EventHandler() {@Overridepublic void handle(KeyEvent ke) {if (ke.getCode()== KeyCode.LEFT) {flipperBody.applyTorque(-15f);}}});scene.setOnKeyReleased(new EventHandler() {@Overridepublic void handle(KeyEvent ke) {if (ke.getCode()== KeyCode.LEFT) {flipperBody.applyTorque(15f);}}});
現在就這樣。 在本教程的下一部分中,我們將做一些更多的自定義渲染,并創建一些不錯的自定義節點。
參考:在Eppleton博客上,來自我們JCG合作伙伴 Toni Epple的JBox2D和JavaFX的事件和影響 。
翻譯自: https://www.javacodegeeks.com/2012/05/jbox2d-and-javafx-events-and-forces.html