jbox2d贴纸动画

使用jbox2d物理引擎打造摩拜单车贴纸动画效果

接下来我们在看下摩拜单车安卓客户端贴纸动画,是什么样子呢?先上一副动态图:

mobike_demo.gif

效果很炫,也很漂亮,至少看起来实现的难度要比ofo那个大的多。那么该怎么实现呢?(这里插下题外话,ios端比较容易实现,因为系统内置了某些api,可以很方便的实现这样的效果),可我们是安卓程序员啊,怎么办?自定义view?嗯,好像可以,但是这坐标怎么计算?并且还持续运动着,还有弹力,摩擦力,碰撞力…..

大脑一片茫然,如果产品经理坚决的确定需要这个效果,咋整?先不慌,我们可以先了解下摩拜单车是如何实现这样的效果的,很不幸,经过反编译摩拜单车apk后,安装包进行了加固,连混淆后的代码都看不到.

于是就上网各种搜索酷炫动画,不经意间发现了jbox2d物理引擎,然后回头在看下摩拜单车的apk,发现了其用到了libgdx-box2d,所以说摩拜是使用libgdx-box2d物理引擎来实现的这个效果:

image.png

jbox2d和libgdx-box2d:

jbox2d和libgdx-box2d有什么区别,他们之间的关系是什么?

jbox2d:

jbox2d百度百科这样描述的: jbox2D物理引擎原版 Box2D 是采用C++编写的,后来扩展到java,as等多种版本。著名手机游戏愤怒的小鸟便是采用jbox2D物理引擎。不过java版的jbox2D引擎性能不如C++环境下运行的性能好。在性能配置比较好的手机上面,jbox2D效果也是不错的。

libgdx:

libgdx百度百科这样描述的:libGdx是一个跨平台的2D/3D的游戏开发框架,它由Java/C/C++语言编写而成。

可能看完百度百科,还是比较模糊,我们只知道了他俩都是物理引擎,并且知道了愤怒的小鸟,就是用jbox2d引擎开发的。

后来经过搜索了解得出这样一句话:Libgdx使用jni封装了box2d的c++版本,使得其运行效率比其他同级的物理引擎如jbox2d快不少。所以最后的结论是jbox2d是面向java的,运行效率要慢。而libgdx是面向c/c++的,运行效率要快。

这次效果的实现是基于jbox2d上完成的,最终效果图如下:

mobike.gif

APK 下载体验:

qrcode.png
Github地址: https://github.com/andmizi/MobikeTags 欢迎star
jbox2d快速上手,推荐参考百度文库 https://wenku.baidu.com/view/c584cbfaf90f76c661371a5f.html

网上的文档都是比较过时的,新版中有些地方有变化,不过不影响快速入门。

jbox2d Github: https://github.com/jbox2d/jbox2d

简单描述下jbox2d物理引擎在安卓中的用法,jbox2d物理引擎并不负责view的绘制,只负物理数据的计算和分析,如物体的密度,质量,摩擦力,速度,碰撞力,恢复力……

通俗的讲,在安卓中一个view代表了一个物体,也就是刚体,通过view和刚体的绑定并设置初始参数,最后不停的draw,再从绑定的刚体中取出参数绘制到界面上,如此循环。而物体的所有物理参数都由jbox2d物理引擎帮助我们完成。

在MobikeLibrary中,自己只写了两个类,就实现了如上效果

image.png

Mobike和MobikeView是自己写的,org.jbox2d是官方的源代码,MobikeLibrary的具体使用请查看 https://github.com/andmizi/MobikeTags

MobikeView.java:

package com.mobike.library;
import android.content.Context;
import android.graphics.Canvas;
import android.support.annotation.NonNull;
import android.support.annotation.Nullable;
import android.util.AttributeSet;
import android.widget.FrameLayout;

/**
 * Created by kimi on 2017/7/8 0008.
 * Email: 24750@163.com
 */

public class MobikeView extends FrameLayout {

    private Mobike mMobike;

    public MobikeView(@NonNull Context context) {
        this(context,null);
    }

    public MobikeView(@NonNull Context context, @Nullable AttributeSet attrs) {
        super(context, attrs);
        setWillNotDraw(false);
        mMobike = new Mobike(this);
    }

    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        mMobike.onSizeChanged(w,h);
    }

    @Override
    protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
        super.onLayout(changed, left, top, right, bottom);
        mMobike.onLayout(changed);
    }

    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        mMobike.onDraw(canvas);
    }

    public Mobike getmMobike(){
        return this.mMobike;
    }
}

MobikeView继承自Framelayout,比较简单,这里略过

Mobike.java

package com.mobike.library;

import android.graphics.Canvas;
import android.util.Log;
import android.view.View;
import android.view.ViewGroup;
import org.jbox2d.collision.shapes.CircleShape;
import org.jbox2d.collision.shapes.PolygonShape;
import org.jbox2d.collision.shapes.Shape;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.BodyDef;
import org.jbox2d.dynamics.BodyType;
import org.jbox2d.dynamics.FixtureDef;
import org.jbox2d.dynamics.World;
import java.util.Random;

/**
 * Created by kimi on 2017/7/8 0008.
 * Email: 24750@163.com
 */

public class Mobike {

    public static final String TAG = Mobike.class.getSimpleName();

    private World world;
    private float dt = 1f / 60f;
    private int velocityIterations = 3;
    private int positionIterations = 10;
    private float friction = 0.3f,density = 0.5f,restitution = 0.3f,ratio = 50;
    private int width,height;
    private boolean enable = true;
    private final Random random = new Random();

    private ViewGroup mViewgroup;

    public Mobike(ViewGroup viewgroup) {
        this.mViewgroup = viewgroup;
        density = viewgroup.getContext().getResources().getDisplayMetrics().density;
    }

    public void onSizeChanged(int width,int height){
        this.width = width;
        this.height = height;
        //sizeChanged的时候获取到viewgroup的宽和高
    }

    public void onDraw(Canvas canvas) {
        if(!enable){ //设置标记,在界面可见的时候开始draw,在界面不可见的时候停止draw
            return;
        }
        //dt 更新引擎的间隔时间
        //velocityIterations 计算速度
        //positionIterations 迭代的次数
        world.step(dt,velocityIterations,positionIterations);
        int childCount = mViewgroup.getChildCount();
        for(int i = 0; i < childCount; i++){
            View view = mViewgroup.getChildAt(i);
            Body body = (Body) view.getTag(R.id.mobike_body_tag);
            if(body != null){
                //从view中获取绑定的刚体,取出参数,开始更新view
                view.setX(metersToPixels(body.getPosition().x) - view.getWidth() / 2);
                view.setY(metersToPixels(body.getPosition().y) - view.getHeight() / 2);
                view.setRotation(radiansToDegrees(body.getAngle() % 360));
            }
        }
        //手动调用,反复执行draw方法
        mViewgroup.invalidate();
    }

    public void onLayout(boolean changed) {
        createWorld(changed);
    }

    public void onStart(){
        setEnable(true);
    }

    public void onStop(){
        setEnable(false);
    }

    public void update(){
        world = null;
        onLayout(true);
    }

    private void createWorld(boolean changed) {
        //jbox2d中world称为世界,这里创建一个世界
        if(world == null){
            world = new World(new Vec2(0, 10.0f));
            //创建边界,注意边界为static静态的,当物体触碰到边界,停止模拟该物体
            createTopAndBottomBounds();
            createLeftAndRightBounds();
        }
        int childCount = mViewgroup.getChildCount();
        for(int i = 0; i < childCount; i++){
            View view = mViewgroup.getChildAt(i);
            Body body = (Body) view.getTag(R.id.mobike_body_tag);
            if(body == null || changed){
                createBody(world,view);
            }
        }
    }

    private void createBody(World world, View view) {
        //创建刚体描述,因为刚体需要随重力运动,这里type设置为DYNAMIC
        BodyDef bodyDef = new BodyDef();
        bodyDef.setType(BodyType.DYNAMIC);

        //设置初始参数,为view的中心点
        bodyDef.position.set(pixelsToMeters(view.getX() + view.getWidth() / 2) ,
                             pixelsToMeters(view.getY() + view.getHeight() / 2));
        Shape shape = null;
        Boolean isCircle = (Boolean) view.getTag(R.id.mobike_view_circle_tag);
        if(isCircle != null && isCircle){
            //创建圆体形状
            shape = createCircleShape(view);
        }else{
            //创建多边形形状
            shape = createPolygonShape(view);
        }
        //初始化物体信息
        //friction  物体摩擦力
        //restitution 物体恢复系数
        //density 物体密度
        FixtureDef fixture = new FixtureDef();
        fixture.setShape(shape);
        fixture.friction = friction;
        fixture.restitution = restitution;
        fixture.density = density;

        //用世界创建出刚体
        Body body = world.createBody(bodyDef);
        body.createFixture(fixture);
        view.setTag(R.id.mobike_body_tag,body);
        //初始化物体的运动行为
        body.setLinearVelocity(new Vec2(random.nextFloat(),random.nextFloat()));
    }

    private Shape createCircleShape(View view){
        CircleShape circleShape = new CircleShape();
        circleShape.setRadius(pixelsToMeters(view.getWidth() / 2));
        return circleShape;
    }

    private Shape createPolygonShape(View view){
        PolygonShape polygonShape = new PolygonShape();
        polygonShape.setAsBox(pixelsToMeters(view.getWidth() / 2),pixelsToMeters(view.getHeight() / 2));
        return polygonShape;
    }

    private void createTopAndBottomBounds() {
        BodyDef bodyDef = new BodyDef();
        bodyDef.type = BodyType.STATIC;

        PolygonShape box = new PolygonShape();
        float boxWidth = pixelsToMeters(width);
        float boxHeight =  pixelsToMeters(ratio);
        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);
        Body topBody = world.createBody(bodyDef);
        topBody.createFixture(fixtureDef);

        bodyDef.position.set(0, pixelsToMeters(height)+boxHeight);
        Body bottomBody = world.createBody(bodyDef);
        bottomBody.createFixture(fixtureDef);
    }

    private void createLeftAndRightBounds() {
        float boxWidth = pixelsToMeters(ratio);
        float boxHeight = pixelsToMeters(height);

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

        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, boxHeight);
        Body leftBody = world.createBody(bodyDef);
        leftBody.createFixture(fixtureDef);


        bodyDef.position.set(pixelsToMeters(width) + boxWidth, 0);
        Body rightBody = world.createBody(bodyDef);
        rightBody.createFixture(fixtureDef);
    }

    private float radiansToDegrees(float radians) {
        return radians / 3.14f * 180f;
    }

    private float degreesToRadians(float degrees){
        return (degrees / 180f) * 3.14f;
    }

    public float metersToPixels(float meters) {
        return meters * ratio;
    }

    public float pixelsToMeters(float pixels) {
        return pixels / ratio;
    }

    public void random() {
        //弹一下,模拟运动
        int childCount = mViewgroup.getChildCount();
        for (int i = 0; i < childCount; i++) {
            Vec2 impulse = new Vec2(random.nextInt(1000) - 1000, random.nextInt(1000) - 1000);
            View view = mViewgroup.getChildAt(i);
            Body body = (Body) view.getTag(R.id.mobike_body_tag);
            if(body != null){
                body.applyLinearImpulse(impulse, body.getPosition(),true);
            }
        }
    }

    public void onSensorChanged(float x,float y) {
        //传感器模拟运动
        int childCount = mViewgroup.getChildCount();
        for (int i = 0; i < childCount; i++) {
            Vec2 impulse = new Vec2(x, y);
            View view = mViewgroup.getChildAt(i);
            Body body = (Body) view.getTag(R.id.mobike_body_tag);
            if(body != null){
                body.applyLinearImpulse(impulse, body.getPosition(),true);
            }
        }
    }

    public float getFriction() {
        return friction;
    }

    public void setFriction(float friction) {
        if(friction >= 0){
            this.friction = friction;
        }
    }

    public float getDensity() {
        return density;
    }

    public void setDensity(float density) {
        if(density >= 0){
            this.density = density;
        }
    }

    public float getRestitution() {
        return restitution;
    }

    public void setRestitution(float restitution) {
        if(restitution >= 0){
            this.restitution = restitution;
        }
    }

    public float getRatio() {
        return ratio;
    }

    public void setRatio(float ratio) {
        if(ratio >= 0){
            this.ratio = ratio;
        }
    }

    public boolean getEnable() {
        return enable;
    }

    public void setEnable(boolean enable) {
        this.enable = enable;
        mViewgroup.invalidate();
    }
}

阅读顺序,onlayout—ondraw,如果你仔细阅读过上面的百度文库,应该都可以看的懂代码。

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