本文實(shí)例講述了Android下2d物理引擎Box2d用法。分享給大家供大家參考。具體如下:
程序運(yùn)行的時(shí)候需要加載Jbox2d的庫(kù),可到以下地址下載(使用的是不帶渲染部分的庫(kù)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 ; //屏幕到現(xiàn)實(shí)世界的比例 10px:1m; private AABB worldAABB; //創(chuàng)建 一個(gè)管理碰撞的世界 private World world; private float timeStep = 1 / 60 ; //模擬的的頻率 private int iterations = 10 ; //迭代越大,模擬約精確,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,以屏幕的左上方為 原點(diǎn),如果創(chuàng)建的剛體到達(dá)屏幕的邊緣的話,會(huì)停止模擬 worldAABB.lowerBound.set(- 100 .0f,- 100 .0f); worldAABB.upperBound.set( 100 .0f, 100 .0f); //注意這里使用的是現(xiàn)實(shí)世界的單位 Vec2 gravity = new Vec2( 0 .0f, 10 .0f); boolean doSleep = true ; world = new World(worldAABB, gravity, doSleep); //創(chuàng)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); //開始模擬 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); } } } |
希望本文所述對(duì)大家的Android程序設(shè)計(jì)有所幫助。