Reputation: 12444
I see everyone saying that you add gravity like so in a Box2D world:
b2Vec2 gravity = b2Vec2(0.0f, -10.0f);
bool doSleep = false;
world = new b2World(gravity, doSleep);
The thing is though, what if I want gravity only on a specific b2Body which contains userData from a CCSprite? AFAIK this will apply gravity to everything in the world which I do not want, so can someone explain to me how I can apply this gravity only to a specific b2Body?
Thanks!
Edit1: Can I just do this line,
_bottomBody->ApplyForce(gravity, _bottomBody->GetPosition());
Instead of the world = new b2World... etc... Wouldn't that work with gravity only on that b2Body?
Upvotes: 4
Views: 3600
Reputation: 1149
Just apply a force/impulse to the specific b2Body every frame. It will emulate gravity.
// a procedure called every frame
void Application::on_update_world(double t)
{
m_body_with_custom_gravity->applyForce(CUSTOM_GRAVITY * m_body_with_custom_gravity->getMass());
m_phys_world->Step(t, VEL_ITERATIONS, POS_ITERATIONS);
}
A thread with a question closely related to your: How to apply constant force on a Box2D body?
Upvotes: 4