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@dabing1022
Last active August 29, 2015 14:01
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UIKitBox2dView
#import <UIKit/UIKit.h>
#import <Box2D/Box2D.h>
@interface ViewController : UIViewController <UIAccelerometerDelegate> {
b2World* world;
NSTimer *tickTimer;
b2Vec2 gravity;
}
#define PTM_RATIO 200
#import "ViewController.h"
@implementation ViewController
- (BOOL)canBecomeFirstResponder {
return YES;
}
-(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
//NSLog(@"%f x %f",acceleration.x,acceleration.y);
gravity.Set(acceleration.x*10, acceleration.y*10);
world->SetGravity(gravity);
}
#define kAccelerometerFrequency 100.0 //Hz
-(void)configureAccelerometer
{
UIAccelerometer* theAccelerometer = [UIAccelerometer sharedAccelerometer];
theAccelerometer.updateInterval = 1 / kAccelerometerFrequency;
theAccelerometer.delegate = self;
// Delegate events begin immediately.
}
-(void)createPhysicsWorld
{
CGSize screenSize = self.view.bounds.size;
// Define the gravity vector.
gravity.Set(0.0f, -9.82f);
// Do we want to let bodies sleep?
// This will speed up the physics simulation
//bool doSleep = true;
// Construct a world object, which will hold and simulate the rigid bodies.
world = new b2World(gravity);
// world = new b2World(gravity, doSleep);
world->SetContinuousPhysics(true);
// Define the ground body.
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0, 0); // bottom-left corner
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2Body* groundBody = world->CreateBody(&groundBodyDef);
// Define the ground box shape.
b2EdgeShape groundBox;
// bottom
groundBox.Set(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO,0));
groundBody->CreateFixture(&groundBox, 0);
// top
groundBox.Set(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO));
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)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) tick:(NSTimer *)timer
{
//It is recommended that a fixed time step is used with Box2D for stability
//of the simulation, however, we are using a variable time step here.
//You need to make an informed choice, the following URL is useful
//http://gafferongames.com/game-physics/fix-your-timestep/
int32 velocityIterations = 8;
int32 positionIterations = 1;
// Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
world->Step(1.0f/60.0f, velocityIterations, positionIterations);
//Iterate over the bodies in the physics world
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)viewDidLoad
{
[super viewDidLoad];
[self configureAccelerometer];
[self createPhysicsWorld];
for (UIView *oneView in self.view.subviews)
{
[self addPhysicalBodyForView:oneView];
}
tickTimer = [NSTimer scheduledTimerWithTimeInterval:1.0/60.0 target:self selector:@selector(tick:) userInfo:nil repeats:YES];
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
}
- (void)viewDidAppear:(BOOL)animated {
[self becomeFirstResponder];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
- (void)dealloc
{
[tickTimer invalidate], tickTimer = nil;
}
@end
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