I've been having a problem with the Box2D system in Love. Most everything works properly, except what you might call rotational falls. Falls like when a box has passed its center of mass over a ledge, but doesn't fall. I have explicitly setFixedRotation(false) on all objects. I have even tried starting out one of the blocks with an initial angle of somewhere around 120 degrees, but it still remains constant. Any ideas? Also the "theta-meter" at the top is getAngle-ing the top most brick just in case it was a rendering glitch, which it isn't.
[Solved] love.physics Rotation Problem
Forum rules
Before you make a thread asking for help, read this.
Before you make a thread asking for help, read this.
[Solved] love.physics Rotation Problem
Last edited by nat1192 on Tue Jan 25, 2011 5:15 pm, edited 1 time in total.
Thanks.
- tentus
- Inner party member
- Posts: 1060
- Joined: Sun Oct 31, 2010 7:56 pm
- Location: Appalachia
- Contact:
Re: love.physics Rotation Problem
Are you perhaps accidentally using setAngle somewhere? That could create the behavior I think you described.
The easiest thing to do would be to post the code you have so far so we can look at it and see exactly whats happening.
The easiest thing to do would be to post the code you have so far so we can look at it and see exactly whats happening.
Kurosuke needs beta testers
Re: love.physics Rotation Problem
Right, I knew I forgot to post something.
No setAngle (although I did use setAngle to tip the box on its side to see if it would fall over; it didn't)
Code: Select all
-- Object layout:
-- id = stringy-name, body = physics-body, shape = physics-shape, sprite = string-index-into-sprite-table
function love.load()
world = love.physics.newWorld(0, 0, 1024, 600)
world:setGravity(0, 700)
world:setMeter(64)
-- Open up a bottle of sprite(s)
sprites = {}
sprites["floor"] = love.graphics.newImage("floor.png")
sprites["man"] = love.graphics.newImage("man.png")
sprites["brick"] = love.graphics.newImage("brick.png")
-- Manufacture some delicious objects
objects = {}
objects[0] = createRectangleObject("floor", 1024/2, 575, 1024, 50, 0, world, "floor")
objects[1] = createCircleObject("man", 1024/2, 600/2, 32, 15, world, "man")
objects[2] = createRectangleObject("brick1", 600, 500, 30, 16, 4, world, "brick")
objects[3] = createRectangleObject("brick2", 600, 435, 30, 16, 4, world, "brick")
objects[4] = createRectangleObject("brick3", 600, 484, 30, 16, 4, world, "brick")
objects[2]["body"]:setFixedRotation(false)
objects[3]["body"]:setFixedRotation(false)
objects[4]["body"]:setFixedRotation(false)
for id = 1, 4 do
objects[id]["shape"]:setFriction(0.25)
end
objects[1]["shape"]:setFriction(0.17)
local f = love.graphics.newFont(12)
love.graphics.setFont(f)
love.graphics.setBackgroundColor(131,192,240)
love.graphics.setMode(1024, 600, false, true, 0)
end
function love.update(dt)
world:update(dt)
if love.keyboard.isDown("up") then
objects[1]["body"]:applyForce(0, -1000)
end
if love.keyboard.isDown("right") then
objects[1]["body"]:applyForce(300,0)
elseif love.keyboard.isDown("left") then
objects[1]["body"]:applyForce(-300,0)
elseif love.keyboard.isDown("escape") then
love.event.push('q')
end
end
function love.draw()
local boxwidth, boxheight = getBoxDims(objects[0]["shape"])
love.graphics.print("theta", 10, 10)
love.graphics.print(objects[3]["body"]:getAngle(), 50, 50)
love.graphics.draw(sprites[objects[0]["sprite"]], objects[0]["body"]:getX() - boxwidth / 2, objects[0]["body"]:getY() - boxheight / 2)
renderCircleObject(1,0)
renderRectanlgeObject(2)
renderRectanlgeObject(3)
renderRectanlgeObject(4)
end
function getBoxDims(shape)
local x1, y1, x2, y2, x3, y3, x4, y4 = shape:getBoundingBox()
local boxwidth = x3 - x2 --calculate the width of the box
local boxheight = (-1) * (y2 - y1) --calculate the height of the box
return boxwidth, boxheight
end
function createRectangleObject(name, posx, posy, width, height, mass, worldT, spriteID)
obj = {}
obj["id"] = name
obj["body"] = love.physics.newBody(worldT, posx, posy, mass, 0)
obj["shape"] = love.physics.newRectangleShape(obj["body"], 0, 0, width, height, 0)
obj["sprite"] = spriteID
return obj
end
function createCircleObject(name, posx, posy, radius, mass, worldT, spriteID)
obj = {}
obj["id"] = name
obj["body"] = love.physics.newBody(worldT, posx, posy, mass, 0)
obj["shape"] = love.physics.newCircleShape(obj["body"], 0, 0, radius)
obj["sprite"] = spriteID
return obj
end
function renderRectanlgeObject(id)
love.graphics.push()
love.graphics.translate(objects[id]["body"]:getX(), objects[id]["body"]:getY())
love.graphics.rotate(objects[id]["body"]:getAngle())
local boxwidth, boxheight = getBoxDims(objects[id]["shape"])
love.graphics.draw(sprites[objects[id]["sprite"]], -boxwidth / 2, -boxheight / 2)
love.graphics.pop()
end
function renderCircleObject(id, dOffset)
if dOffset == nil then
dOffset = 0
end
love.graphics.push()
love.graphics.translate(objects[id]["body"]:getX(), objects[id]["body"]:getY())
love.graphics.rotate(math.rad((objects[id]["body"]:getX() + dOffset) % 360))
local radius = objects[id]["shape"]:getRadius()
love.graphics.draw(sprites[objects[id]["sprite"]], -radius, -radius)
love.graphics.pop()
end
- Attachments
-
- src.zip
- Here's the runnable code
- (4.37 KiB) Downloaded 123 times
Thanks.
- BlackBulletIV
- Inner party member
- Posts: 1261
- Joined: Wed Dec 29, 2010 8:19 pm
- Location: Queensland, Australia
- Contact:
Re: love.physics Rotation Problem
The first thing I can think of is, are you setting inertia? Inertia makes objects behave a lot more natural (say a level of 20-50), and usually helps to stop problems like this. With a quick glance at your code, I don't think you are, as you are passing 0 as the last argument (inertia) for the creation of your bodies. Try bumping that up to a number of 20-50 and see what it does.
- TechnoCat
- Inner party member
- Posts: 1611
- Joined: Thu Jul 30, 2009 12:31 am
- Location: Milwaukee, WI
- Contact:
Re: love.physics Rotation Problem
Code: Select all
objects[2]["body"]:setMassFromShapes()
objects[3]["body"]:setMassFromShapes()
objects[4]["body"]:setMassFromShapes()
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: love.physics Rotation Problem
That's it, I think.BlackBulletIV wrote:The first thing I can think of is, are you setting inertia? Inertia makes objects behave a lot more natural (say a level of 20-50), and usually helps to stop problems like this. With a quick glance at your code, I don't think you are, as you are passing 0 as the last argument (inertia) for the creation of your bodies. Try bumping that up to a number of 20-50 and see what it does.
That would be even better, though not necessary to fix the problem (note that the mass argument passed to those functions has become useless)TechnoCat wrote:Code: Select all
objects[2]["body"]:setMassFromShapes() objects[3]["body"]:setMassFromShapes() objects[4]["body"]:setMassFromShapes()
Also, nat, FYI:
Code: Select all
object[1].body == object[1]["body"]
Help us help you: attach a .love.
Re: [Solved] love.physics Rotation Problem
Thanks a bunch guys. It was the inertia thing. For whatever reason I always get inertia and momentum mixed up (perhaps from "moment" of inertia), and I wondered why you would want to set an initial momentum. Anyways, that fixed it for me.
And thanks for that object[id].body tip Robin, that should save me from a lot of tedious typing. I should probably go actually learn Lua instead of picking it up from the few examples I've seen.
And thanks for that object[id].body tip Robin, that should save me from a lot of tedious typing. I should probably go actually learn Lua instead of picking it up from the few examples I've seen.
Thanks.
- BlackBulletIV
- Inner party member
- Posts: 1261
- Joined: Wed Dec 29, 2010 8:19 pm
- Location: Queensland, Australia
- Contact:
Re: [Solved] love.physics Rotation Problem
No worries. I had the same issue happen, and I wondered why the physics system was so unrealistic; but then I remembered what inertia did, and there you go.nat1192 wrote:Thanks a bunch guys. It was the inertia thing. For whatever reason I always get inertia and momentum mixed up (perhaps from "moment" of inertia), and I wondered why you would want to set an initial momentum. Anyways, that fixed it for me.
Who is online
Users browsing this forum: No registered users and 7 guests