iOSで基本的なbox2dプロジェクトをバウンドするボールで実装しましたが、ボールが実際に地面に着く前にバウンドしているようです。プログレッシブバウンスのたびに、それは底に近づき、最終的には地面に止まるように見えます。私は何が起こるかについてのビデオを撮りました:http://f.cl.ly/items/1S06373Z1l2w1z243E0k/Bounce.m4v
これが私がすべてを設定した場所です:
CGSize screenSize = self.view.bounds.size;
// Define the gravity vector.
b2Vec2 gravity;
gravity.Set(0.0f, -9.81f);
bool doSleep = true;
// Construct a world object, which will hold and simulate the rigid bodies.
world = new b2World(gravity);
world->SetAllowSleeping(doSleep);
world->SetContinuousPhysics(true);
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
b2Body *groundBody = world->CreateBody(&groundBodyDef);
b2EdgeShape groundEdge;
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &groundEdge;
//bottom
groundEdge.Set(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
// left wall
groundEdge.Set(b2Vec2(0,0), b2Vec2(0,screenSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
// top
groundEdge.Set(b2Vec2(0, screenSize.height/PTM_RATIO),
b2Vec2(screenSize.width/PTM_RATIO, screenSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
// right wal
groundEdge.Set(b2Vec2(screenSize.width/PTM_RATIO, screenSize.height/PTM_RATIO),
b2Vec2(screenSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
//ball
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(self.ball.position.x/PTM_RATIO, self.ball.position.y/PTM_RATIO);
ballBodyDef.userData = (__bridge void *)_ball;
body = world->CreateBody(&ballBodyDef);
b2CircleShape circle;
circle.m_radius = 60.0/PTM_RATIO;
b2FixtureDef ballShapeDef;
ballShapeDef.shape = &circle;
ballShapeDef.density = 0.8f;
ballShapeDef.friction = 0.0f;
ballShapeDef.restitution = 0.8f;
body->CreateFixture(&ballShapeDef);
そしてこれは私が位置を更新するために1/60秒ごとに実行するものです
int32 velocityIterations = 8;
int32 positionIterations = 1;
world->Step(1.0f/60.0f, velocityIterations, positionIterations);
CGPoint newCenter = CGPointMake(body->GetPosition().x * PTM_RATIO,
self.view.bounds.size.height - body->GetPosition().y * PTM_RATIO);
self.ball.position = newCenter;