《Flash_BOX2D入门教程》.pdf
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BOX2D.Dynamics
BOX2D.Collision碰
BOX2D.Collision.Shapes碰
BOX2D.Common.Math
BOX2D.Dynamics.Joints关
b2World构
world=newb2World(worldAABB,gravity,doSleep);
2.01
worldAABB
worldAABB.lowerBound.set()
worldAABB.upperBound.set()
world.CreateBody(bodyDef);
b2Body
varbody:b2Body=world.CreateBody(bodyDef);
body=world.CreateBody(bodyDef);
body.CreateFixture(fixtureDef);
b2BodyDef
varbodyDef:b2BodyDef=newb2BodyDef();
bodyDef.position.Set(250/30,200/30);
bodyDef.type=b2Body.b2_dynamicBody;
bodyDef.allowSleep=false/true;
b2RevoluteJointDef关
varfront_motor=newb2RevoluteJointDef();
front_motor.enableMotor=true/false
front_motor.maxMotorTorque扭
rear_motor.Initialize(car_body,rear_wheel,
rear_wheel.GetWorldCenter());(),
rear_wheel.GetWorldCenter()
fixtureDef
varfixtureDef:b2FixtureDef=newb2FixtureDef();
fixtureDef.friction=01
fixtureDef.density=01
fixtureDef.shape=boxDef;boxDef.SetAsBox(50/30,10/30)
fixtureDef.restitution=0.1
b2RevoluteJoint关
varrear_motor_added:b2RevoluteJoint
front_motor_added.SetMotorSpeed num达运
/*varworldAABB:b2AABB=newb2AABB();
worldAABB.lowerBound.Set(100,100);
worldAABB.upperBound.Set(100,100);*/
world=newb2World(worldAABB,newb2Vec2(0,10.0),true);2.0.1
//2.1a
world=newb2World newb2Vec2(0,10.0),true
world=newb2World ,
world.CreateJoint(rear_motor)asb2RevoluteJoint关
b2Vec2
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