本文实例讲述了Android下2d物理引擎Box2d用法。分享给大家供大家参考。具体如下:
程序运行的时候需要加载Jbox2d的库,可到以下地址下载(使用的是不带渲染部分的库jbox2d-2.0.1-library-only.jar):
http://sourceforge.net/projects/jbox2d/
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package com.test;
import org.jbox2d.collision.AABB;
import org.jbox2d.collision.CircleDef;
import org.jbox2d.collision.PolygonDef;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.BodyDef;
import org.jbox2d.dynamics.World;
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.os.Bundle;
import android.os.Handler;
import android.view.View;
import android.view.Window;
import android.view.WindowManager;
public class MyBox2d extends Activity {
private final static int RATE = 10 ; //屏幕到现实世界的比例 10px:1m;
private AABB worldAABB;
//创建 一个管理碰撞的世界
private World world;
private float timeStep = 1 / 60 ; //模拟的的频率
private int iterations = 10 ; //迭代越大,模拟约精确,但性能越低
private Body body,body2,body3;
private MyView myView;
private Handler mHandler;
public void onCreate(Bundle savedInstanceState) {
super .onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams. FLAG_FULLSCREEN ,
WindowManager.LayoutParams. FLAG_FULLSCREEN);
worldAABB = new AABB();
//上下界,以屏幕的左上方为 原点,如果创建的刚体到达屏幕的边缘的话,会停止模拟
worldAABB.lowerBound.set(- 100 .0f,- 100 .0f);
worldAABB.upperBound.set( 100 .0f, 100 .0f);
//注意这里使用的是现实世界的单位
Vec2 gravity = new Vec2( 0 .0f, 10 .0f);
boolean doSleep = true ;
world = new World(worldAABB, gravity, doSleep); //创建世界
createBox( 160 , 470 , 160 , 10 , true );
createBox1( 160 , 150 , 160 , 10 , false );
createCircle( 160 , 100 , 10 );
createCircle1( 150 , 60 , 10 );
timeStep = 1 .0f/ 60 .0f;
iterations = 10 ;
myView = new MyView( this );
setContentView(myView);
mHandler = new Handler();
mHandler.post(update);
}
private Runnable update = new Runnable() {
public void run() {
world.step(timeStep, iterations); //开始模拟
Vec2 position = body.getPosition();
Vec2 position1 = body2.getPosition();
Vec2 position2 = body3.getPosition();
myView.x=position.x*RATE;
myView.y=position.y*RATE;
myView.x1=position1.x*RATE;
myView.y1=position1.y*RATE;
myView.x2=position2.x*RATE;
myView.y2=position2.y*RATE;
myView.update();
mHandler.postDelayed(update, ( long )timeStep* 1000 );
}
};
public void createBox( float x, float y, float half_width, float half_height, boolean isStatic){
PolygonDef shape = new PolygonDef();
if (isStatic){shape.density = 0 ;}
else {shape.density = 2 .0f;}
shape.friction = 0 .8f;
shape.restitution = 0 .3f;
shape.setAsBox(half_width/RATE, half_height/RATE);
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(x/RATE, y/RATE);
Body body1= world.createBody(bodyDef);
body1.createShape(shape);
body1.setMassFromShapes();
}
public void createCircle( float x, float y, float radius){
CircleDef shape = new CircleDef();
shape.density = 7 ;
shape.friction = 0 .2f;
shape.radius = radius/RATE;
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(x/RATE, y/RATE);
body2 = world.createBody(bodyDef);
body2.createShape(shape);
body2.setMassFromShapes();
}
public void createCircle1( float x, float y, float radius){
CircleDef shape = new CircleDef();
shape.density = 7 ;
shape.friction = 0 .2f;
shape.radius = radius/RATE;
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(x/RATE, y/RATE);
body3 = world.createBody(bodyDef);
body3.createShape(shape);
body3.setMassFromShapes();
}
public void createBox1( float x, float y, float half_width, float half_height, boolean isStatic){
PolygonDef shape = new PolygonDef();
if (isStatic){shape.density = 0 ;}
else {shape.density = 2 .0f;}
shape.friction = 0 .3f;
shape.setAsBox(half_width/RATE, half_height/RATE);
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(x/RATE, y/RATE);
body= world.createBody(bodyDef);
body.createShape(shape);
body.setMassFromShapes();
}
class MyView extends View{
Canvas canvas;
public float x= 160 ,y= 150 ;
public float x1= 160 ,y1= 100 ;
public float x2= 150 ,y2= 60 ;
public MyView(Context context) {
super (context);
}
public void drawBox( float x, float y){
Paint mPaint = new Paint();
mPaint.setAntiAlias( true );
mPaint.setColor(Color.RED);
canvas.drawRect(x- 160 , y- 10 , x+ 160 , y+ 10 , mPaint);
}
public void drawGround(){
Paint mPaint = new Paint();
mPaint.setAntiAlias( true );
mPaint.setColor(Color.BLUE);
canvas.drawRect( 0 , 460 , 320 , 480 , mPaint);
}
public void drawCircle( float x1, float y1){
Paint mPaint = new Paint();
mPaint.setAntiAlias( true );
mPaint.setColor(Color.GREEN);
canvas.drawCircle(x1, y1, 10 , mPaint);
}
public void update(){
postInvalidate();
}
protected void onDraw(Canvas canvas) {
super .onDraw(canvas);
this .canvas = canvas;
drawGround();
drawBox(x, y);
drawCircle(x1, y1);
drawCircle(x2, y2);
}
}
}
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希望本文所述对大家的Android程序设计有所帮助。