在Android上使用libgdx-box2d物理引擎

前言

相比Ios UiKit原生支持物理引擎,Android確實麻煩的不要不要。

為什么用 libgdx

  • Android上最方便的方案是jbox2D,缺點是在java層實現(xiàn),物理多了之后性能很卡。筆者近期沒有測試,11年左右在里程碑1上使用的時候那是巨卡無比。
  • libgdx的物理引擎其實是封裝的native版本box2D,在滿足性能需求的同時,避免了開發(fā)JNI的煩惱,對于java程序員來說目前是最便捷的方案。

使用libgdx-box2d

STEP1: build.gradle中添加依賴

dependencies {

    configurations { natives }

    implementation "com.badlogicgames.gdx:gdx-box2d:$box2dVersion"
    natives "com.badlogicgames.gdx:gdx-box2d-platform:$box2dVersion:natives-armeabi"
    natives "com.badlogicgames.gdx:gdx-box2d-platform:$box2dVersion:natives-armeabi-v7a"
    natives "com.badlogicgames.gdx:gdx-box2d-platform:$box2dVersion:natives-arm64-v8a"
}

task copyAndroidNatives() {
    file("libs/armeabi/").mkdirs();
    file("libs/armeabi-v7a/").mkdirs();
    file("libs/arm64-v8a/").mkdirs();

    configurations.natives.files.each { jar ->
        def outputDir = null
        if(jar.name.endsWith("natives-arm64-v8a.jar")) outputDir = file("libs/arm64-v8a")
        if(jar.name.endsWith("natives-armeabi-v7a.jar")) outputDir = file("libs/armeabi-v7a")
        if(jar.name.endsWith("natives-armeabi.jar")) outputDir = file("libs/armeabi")
        if(outputDir != null) {
            copy {
                from zipTree(jar)
                into outputDir
                include "*.so"
            }
        }
    }
}

STEP2: 渲染層實現(xiàn)

  • libgdx本身是個游戲引擎,提供基于openGLES的渲染引擎,但是對于大多數(shù)APPer來說使用成本略高。這里我們通過實現(xiàn)一個自定義view,并通過Canvas#draw()的方式進行渲染。
  • 2.1 初始化box2D
    private void setupBox2D() {
        Box2D.init();
        //第一個參數(shù)為x、y兩個方向的重力值,(0,0)點在左上y軸重力用10
        mWorld = new World(new Vector2(0, 10), true);
    }


  • 2.2 在組件四周添加靜態(tài)剛體
    private void createTopAndBottomBounds() {
        BodyDef bodyDef = new BodyDef();
        bodyDef.type = BodyDef.BodyType.StaticBody;

        PolygonShape box = new PolygonShape();
        float boxWidth = pixelsToMeters(mWidth);
        float boxHeight = pixelsToMeters(mRatio);
        box.setAsBox(boxWidth, boxHeight);

        FixtureDef fixtureDef = new FixtureDef();
        fixtureDef.shape = box;
        fixtureDef.density = 0.5f;
        fixtureDef.friction = 0.3f;
        fixtureDef.restitution = 0.5f;

        bodyDef.position.set(0, -boxHeight * .5f);
        Body topBody = mWorld.createBody(bodyDef);
        topBody.createFixture(fixtureDef);

        bodyDef.position.set(0, pixelsToMeters(mHeight) + boxHeight * .5f);
        Body bottomBody = mWorld.createBody(bodyDef);
        bottomBody.createFixture(fixtureDef);
    }

    private void createLeftAndRightBounds() {
        float boxWidth = pixelsToMeters(mRatio);
        float boxHeight = pixelsToMeters(mHeight);

        BodyDef bodyDef = new BodyDef();
        bodyDef.type = BodyDef.BodyType.StaticBody;

        PolygonShape box = new PolygonShape();
        box.setAsBox(boxWidth, boxHeight);
        FixtureDef fixtureDef = new FixtureDef();
        fixtureDef.shape = box;
        fixtureDef.density = 0.5f;
        fixtureDef.friction = 0.3f;
        fixtureDef.restitution = 0.5f;

        bodyDef.position.set(-boxWidth * .5f, boxHeight);
        Body leftBody = mWorld.createBody(bodyDef);
        leftBody.createFixture(fixtureDef);


        bodyDef.position.set(pixelsToMeters(mWidth) + boxWidth * .5f, 0);
        Body rightBody = mWorld.createBody(bodyDef);
        rightBody.createFixture(fixtureDef);
    }

  • 2.3 添加一個動態(tài)剛體,從(0,0)點下落
    public void addGiftBody() {
        // First we create a body definition
        BodyDef bodyDef = new BodyDef();
        // We set our body to dynamic, for something like ground which doesn't move we would set it to StaticBody
        bodyDef.type = BodyDef.BodyType.DynamicBody;
        // Set our body's starting position in the world

        bodyDef.position.set(pixelsToMeters(3), pixelsToMeters(3));

        bodyDef.linearVelocity.set((float) Math.random(), (float) Math.random() * 100);

        // Create our body in the world using our body definition
        Body body = mWorld.createBody(bodyDef);
        //TODO 隨機
        Bitmap bitmap = mBitmaps[0];
        GiftInfo giftInfo = new GiftInfo(bitmap);
        body.setUserData(giftInfo);
        body.setFixedRotation(false);

        PolygonShape box = new PolygonShape();
        float boxWidth = pixelsToMeters(pixelsToMeters(bitmap.getWidth()));
        float boxHeight = pixelsToMeters(pixelsToMeters(bitmap.getHeight()));
        box.setAsBox(boxWidth, boxHeight);

        // Create a fixture definition to apply our shape to
        FixtureDef fixtureDef = new FixtureDef();
        fixtureDef.shape = box;
        fixtureDef.density = 1.5f;
        fixtureDef.friction = 0.4f;
        fixtureDef.restitution = .6f; // Make it bounce a little bit

        // Create our fixture and attach it to the body
        Fixture fixture = body.createFixture(fixtureDef);

        mBodyList.add(body);

        box.dispose();
    }

2.4 渲染、更新物體坐標、以此循環(huán)


    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        drawGift(canvas);
        long time = System.currentTimeMillis() - mLastRenderTime;
        mLastRenderTime = time;
        doPhysicsStep(time);
        postInvalidate();
    }
    
    
    private void drawGift(Canvas canvas) {
        int size = mBodyList.size();
        for (int i = 0; i < size; i++) {
            Body body = mBodyList.get(i);
            GiftInfo giftInfo = (GiftInfo) body.getUserData();
            Bitmap bitmap = giftInfo.getBitmap();

            canvas.drawBitmap(bitmap, metersToPixels(mBodyList.get(i).getPosition().x) - bitmap.getWidth() * .5f,
                    metersToPixels(mBodyList.get(i).getPosition().y) - bitmap.getHeight() * .5f, mPaint);
        }
    }
    
    private void doPhysicsStep(float deltaTime) {
        // fixed time step
        // max frame time to avoid spiral of death (on slow devices)
        float frameTime = Math.min(deltaTime, 0.25f);
        mAccumulator += frameTime;
        while (mAccumulator >= Constants.TIME_STEP) {
            mWorld.step(Constants.TIME_STEP, Constants.VELOCITY_ITERATIONS, Constants.POSITION_ITERATIONS);
            mAccumulator -= Constants.TIME_STEP;
        }
    }

結(jié)尾

  • 希望能夠通過這個簡單例子幫助大家使用libgdx-box2d,先水一波。
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