如果我在y方向施加1的冲击,球会来回反弹而不会失去任何能量.但是,如果初始脉冲为0.5或更低,球在撞到墙壁时会立即失去所有能量.为什么会这样?我非常了解SKPhysicsBody类的属性.尝试使用此代码查看您是否在计算机上获得相同的行为.
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.physicsWorld.gravity = CGVectorMake(0.0f, 0.0f);
SKPhysicsBody* borderBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
self.physicsBody = borderBody;
self.physicsBody.friction = 0.0f;
self.backgroundColor = [SKColor colorWithRed:0.7 green:0.7 blue:0.7 alpha:1.0];
SKShapeNode *ball = [SKShapeNode node];
CGMutablePathRef pathToDraw = CGPathCreateMutable();
[ball setStrokeColor:[UIColor blackColor]];
CGPathMoveToPoint(pathToDraw, NULL, 0, 0);
CGPathAddEllipseInRect(pathToDraw, NULL, CGRectMake(-16, -16, 32, 32));
ball.path = pathToDraw;
ball.position = CGPointMake(size.width / 2, size.height / 2);
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.frame.size.width/2];
ball.physicsBody.friction = 0.0f;
ball.physicsBody.restitution = 1.0f;
ball.physicsBody.linearDamping = 0.0f;
ball.physicsBody.allowsRotation = NO;
[self addChild:ball];
[ball.physicsBody applyImpulse:CGVectorMake(0, 0.5)];
}
return self;
}
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当碰撞速度足够小时(例如您的CGVector)(0, 0.5),Sprite Kit 物理引擎底层的 Box2d 会将碰撞计算为非弹性(即,就好像 为restitution0,消除任何弹跳),并且节点将不会弹跳。
根据 Box2d文档,这是为了防止抖动。
在 Box2d 源代码中,甚至有这一行:
/// A velocity threshold for elastic collisions. Any collision with a relative linear
/// velocity below this threshold will be treated as inelastic.
#define b2_velocityThreshold
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您的冲动应该高于此阈值才能尊重赔偿。
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