private void createWithCollider2d(Collider2D coll) { b2FixtureDef fixtureDef = new b2FixtureDef(); PhysicsMaterial2D material = coll.sharedMaterial; if (material != null) { fixtureDef.restitution = material.bounciness; fixtureDef.friction = material.friction; } fixtureDef.isSensor = coll.isTrigger; if (coll is BoxCollider2D) { BoxCollider2D boxColl = coll as BoxCollider2D; b2PolygonShape s = b2PolygonShape.AsOrientedBox(boxColl.size.x * 0.5f, boxColl.size.y * 0.5f, new b2Vec2(boxColl.offset.x, boxColl.offset.y), 0 /*transform.eulerAngles.z*Mathf.Deg2Rad*/); scaleShape(s); fixtureDef.shape = s; _fixtureDict[coll] = new b2Fixture[] { _body.CreateFixture(fixtureDef) }; } else if (coll is CircleCollider2D) { CircleCollider2D circleColl = coll as CircleCollider2D; b2CircleShape s = new b2CircleShape(circleColl.radius); s.SetLocalPosition(new b2Vec2(circleColl.offset.x, circleColl.offset.y)); scaleShape(s); fixtureDef.shape = s; _fixtureDict[coll] = new b2Fixture[] { _body.CreateFixture(fixtureDef) }; } else if (coll is PolygonCollider2D) { int i, j; PolygonCollider2D polyColl = coll as PolygonCollider2D; List <b2Fixture> fixtureList = new List <b2Fixture>(); int pathCount = polyColl.pathCount; for (i = 0; i < pathCount; i++) { Vector2[] path = polyColl.GetPath(i); b2Vec2[] vertices = new b2Vec2[path.Length]; for (j = 0; j < path.Length; j++) { vertices[j] = new b2Vec2(path[j].x, path[j].y); } b2Separator sep = new b2Separator(); b2Fixture[] fixtures = sep.Separate(_body, fixtureDef, vertices, 100, polyColl.offset.x, polyColl.offset.y); //必须放大100倍进行计算 for (j = 0; j < fixtures.Length; j++) { scaleShape(fixtures[j].GetShape()); } fixtureList.AddRange(fixtures); } _fixtureDict[coll] = fixtureList.ToArray(); } }
/**在编辑器更改碰撞器的形状Shape时*/ private void onEditShape(object[] args) { Collider2D collider = (Collider2D)args [0]; b2Fixture[] fixtures = _fixtureDict [collider]; if (collider is BoxCollider2D) { b2Fixture fixture = fixtures[0]; b2Shape s = fixture.GetShape(); float sizeX = (float)args [1]; float sizeY = (float)args [2]; BoxCollider2D boxColl = collider as BoxCollider2D; b2PolygonShape polygon = s as b2PolygonShape; polygon.SetAsOrientedBox(sizeX * 0.5f, sizeY * 0.5f, new b2Vec2(boxColl.offset.x, boxColl.offset.y), 0); scaleShape(polygon); _body.SetAwake(true); } else if (collider is PolygonCollider2D) { Vector2[] points = (Vector2[])args[1]; int len = points.Length; b2Vec2[] vertices = new b2Vec2[len]; for (int i = 0; i < len; i++) { vertices[i] = new b2Vec2(points[i].x, points[i].y); } b2FixtureDef fixtureDef = new b2FixtureDef(); fixtureDef.density = fixtures[0].GetDensity(); fixtureDef.friction = fixtures[0].GetFriction(); fixtureDef.isSensor = fixtures[0].IsSensor(); fixtureDef.restitution = fixtures[0].GetRestitution(); int j = fixtures.Length; while (--j >= 0) { _body.DestroyFixture(fixtures[j]); } b2Separator sep = new b2Separator(); _fixtureDict [collider] = sep.Separate(_body, fixtureDef, vertices, 1); fixtures = _fixtureDict [collider]; for (j = 0; j < fixtures.Length; j++) { scaleShape(fixtures[j].GetShape()); } _body.SetAwake(true); } else if (collider is CircleCollider2D) { b2Fixture fixture = fixtures[0]; float radius = (float)args[1]; float cx = (float)args[2]; float cy = (float)args[3]; b2Shape s = fixture.GetShape(); b2CircleShape circle = s as b2CircleShape; circle.SetRadius(radius); circle.SetLocalPosition(new b2Vec2(cx, cy)); scaleShape(circle); _body.SetAwake(true); } }