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:
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:
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:
APK 下载体验:
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
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。