昨日作ったランダムに積み木を落とすやつをBox2D(物理エンジン)を使って書いてみる。
(XcodeのiOS6 Simulatorで試しています。)
ポイント
・Box2dは次のアドレスからソースを取得
svn checkout http://box2d.googlecode.com/svn/trunk/ box2d-read-only
手順
1. Box2Dをプロジェクトに組み込む
Xcodeメニューの File -> Add File
svnでチェックアウトしたなかから、Box2D.hが入ってるフォルダをAdd
2. C++ で書く。Fileの拡張子を変更
Box2dを使うソースの拡張子を mm に
今回は、ViewControler.mm に変更
3. Box2Dを import できるように Search Pathを追加
Build Settings (All) の Search Pathsのなかの Header Search Paths をクリック
Box2Dをおいた場所のパスを入れておく
参考サイト
http://www.cocoanetics.com/2010/05/physics-101-uikit-app-with-box2d-for-gravity/
サンプルコード
#import “ViewController.h”
#import <QuartzCore/QuartzCore.h>
#import <Box2D/Box2D.h>
#define PTM_RATIO 16
@interface ViewController () {
b2World *world;
NSTimer *timer;
}
@end
@implementation ViewController
– (void)viewDidLoad
{
[super viewDidLoad];
// Box2Dの世界を作る
[self createPhysicsWorld];
}
– (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
// タイマーをスタート
timer = [NSTimer scheduledTimerWithTimeInterval:1.0/60.0 target:self selector:@selector(tick:) userInfo:nil repeats:YES];
}
-(void)createPhysicsWorld
{
CGSize screenSize = self.view.bounds.size;
// 重力
b2Vec2 gravity;
gravity.Set(0.0f, –9.81f);
// ワールドオブジェクト
world = new b2World(gravity);
world->SetContinuousPhysics(true);
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0, 0); // bottom-left corner
b2Body* groundBody = world->CreateBody(&groundBodyDef);
b2EdgeShape groundBox;
// bottom
groundBox.Set(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO,0));
groundBody->CreateFixture(&groundBox, 0);
// left
groundBox.Set(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(0,0));
groundBody->CreateFixture(&groundBox, 0);
// right
groundBox.Set(b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,0));
groundBody->CreateFixture(&groundBox, 0);
}
-(void) tick:(NSTimer *)sender
{
static float lastTime;
if (lastTime > 0.2) {
[self addNewBrick];
lastTime = 0;
}
lastTime += sender.timeInterval;
int32 velocityIterations = 8;
int32 positionIterations = 1;
world->Step(1.0f/60.0f, velocityIterations, positionIterations);
for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetUserData() != NULL)
{
UIView *oneView = (__bridge UIView *)b->GetUserData();
// y Position subtracted because of flipped coordinate system
CGPoint newCenter = CGPointMake(b->GetPosition().x * PTM_RATIO,
self.view.bounds.size.height – b->GetPosition().y * PTM_RATIO);
oneView.center = newCenter;
CGAffineTransform transform = CGAffineTransformMakeRotation(- b->GetAngle());
oneView.transform = transform;
}
}
}
– (void)addNewBrick
{
float x = arc4random() % 320;
UIView *v = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 30, 30)];
v.center = CGPointMake(x, 0);
v.backgroundColor = [UIColor brownColor];
v.layer.borderWidth = 1.0;
v.layer.borderColor = [UIColor whiteColor].CGColor;
v.layer.shadowOpacity = 0.01;
[self.view addSubview:v];
[self addPhysicalBodyForView:v];
}
-(void)addPhysicalBodyForView:(UIView *)physicalView
{
// Define the dynamic body.
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
CGPoint p = physicalView.center;
CGPoint boxDimensions = CGPointMake(physicalView.bounds.size.width/PTM_RATIO/2.0,physicalView.bounds.size.height/PTM_RATIO/2.0);
bodyDef.position.Set(p.x/PTM_RATIO, (460.0 – p.y)/PTM_RATIO);
bodyDef.userData = (__bridge void *)physicalView;
// Tell the physics world to create the body
b2Body *body = world->CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(boxDimensions.x, boxDimensions.y);
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 3.0f;
fixtureDef.friction = 0.3f;
fixtureDef.restitution = 0.5f; // 0 is a lead ball, 1 is a super bouncy ball
body->CreateFixture(&fixtureDef);
// a dynamic body reacts to forces right away
body->SetType(b2_dynamicBody);
// we abuse the tag property as pointer to the physical body
physicalView.tag = (int)body;
}
– (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
[timer invalidate], timer = nil;
}
@end