box2dweb 学习笔记--sample讲解

 

前言:
  之前博文"台球游戏的核心算法和AI(1)" 中, 提到过想用HTML5+Box2d来编写实现一个台球游戏. 以此来对比感慨一下游戏物理引擎的巨大威力.
  做为H5+box2d的初学者, 将简单讲讲box2d的一些基础概念, 并对一个sample样例做下讲解. 权作学习笔记.

资料:
  box2d源自flash版, 后迁移到各个语言版本, box2dweb是与最新flash版本同步的js 2D物理引擎库.
  box2dweb版网址: http://code.google.com/p/box2dweb/.
  box2d官网: http://box2d.org/.

基本概念:
  世界: b2world
  box2d物体依托的世界存在, 其需指定重力向量, 以及静止物体的休眠开关.

var world = new b2World(gravity, doSleep);

  刚体: b2body
  物理世界中的具体物体, 有动态/静态物体之分.
  夹具: b2fixture
  定义物体的形状,材质属性(密度, 摩擦系数,弹性系数)等等.

代码样例:
  box2dweb库采用当前最新的Box2dWeb-2.1a.3. 该库只包含一个js文件, 并附带了样例.
  文件组织结构如下所示:
  
  我们以sample.html为例, 对box2dweb库做下简单的讲解.
  展示的效果如下:
  box2dweb 学习笔记--sample讲解

  具体代码如下:

<html>

   <head>

      <title>Box2dWeb example</title>

   </head>

   <body onload="init();">

      <canvas id="canvas" width="600" height="400"></canvas>

   </body>

   <script type="text/javascript" src="Box2dWeb-2.1.a.3.min.js"></script>

   <script type="text/javascript">

      var world;

      

      function init() {

         var   b2Vec2 = Box2D.Common.Math.b2Vec2

         	,	b2BodyDef = Box2D.Dynamics.b2BodyDef

         	,	b2Body = Box2D.Dynamics.b2Body

         	,	b2FixtureDef = Box2D.Dynamics.b2FixtureDef

         	,	b2Fixture = Box2D.Dynamics.b2Fixture

         	,	b2World = Box2D.Dynamics.b2World

         	,	b2MassData = Box2D.Collision.Shapes.b2MassData

         	,	b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape

         	,	b2CircleShape = Box2D.Collision.Shapes.b2CircleShape

         	,	b2DebugDraw = Box2D.Dynamics.b2DebugDraw

            ;

         

         world = new b2World(

               new b2Vec2(0, 10)    //gravity

            ,  true                 //allow sleep

         );

         

         var fixDef = new b2FixtureDef;

         fixDef.density = 1.0;

         fixDef.friction = 0.5;

         fixDef.restitution = 0.2;

         

         var bodyDef = new b2BodyDef;

         

         //create ground

         bodyDef.type = b2Body.b2_staticBody;

         bodyDef.position.x = 9;

         bodyDef.position.y = 13;

         fixDef.shape = new b2PolygonShape;

         fixDef.shape.SetAsBox(10, 0.5);

         world.CreateBody(bodyDef).CreateFixture(fixDef);

         

         //create some objects

         bodyDef.type = b2Body.b2_dynamicBody;

         for(var i = 0; i < 10; ++i) {

            if(Math.random() > 0.5) {

               fixDef.shape = new b2PolygonShape;

               fixDef.shape.SetAsBox(

                     Math.random() + 0.1 //half width

                  ,  Math.random() + 0.1 //half height

               );

            } else {

               fixDef.shape = new b2CircleShape(

                  Math.random() + 0.1 //radius

               );

            }

            bodyDef.position.x = Math.random() * 10;

            bodyDef.position.y = Math.random() * 10;

            world.CreateBody(bodyDef).CreateFixture(fixDef);

         }

         

         //setup debug draw

         var debugDraw = new b2DebugDraw();

			debugDraw.SetSprite(document.getElementById("canvas").getContext("2d"));

			debugDraw.SetDrawScale(30.0);

			debugDraw.SetFillAlpha(0.3);

			debugDraw.SetLineThickness(1.0);

			debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);

			world.SetDebugDraw(debugDraw);

         

         window.setInterval(update, 1000 / 60);

      };

      

      function update() {

         world.Step(

               1 / 60   //frame-rate

            ,  10       //velocity iterations

            ,  10       //position iterations

         );

         world.DrawDebugData();

         world.ClearForces();

      };

   

   </script>

   

   

</html>

  js应该没有类似java和c#的命令空间的概念, 为避免冲突, 往往通过添加前缀名来解决, 比如box2dweb的采用b2前缀. 另一方面, 其通过简写的技巧来缩短类和函数的引用.

var b2Vec2 = Box2D.Common.Math.b2Vec2

  , b2BodyDef = Box2D.Dynamics.b2BodyDef

  , b2Body = Box2D.Dynamics.b2Body

  , b2FixtureDef = Box2D.Dynamics.b2FixtureDef

  , b2Fixture = Box2D.Dynamics.b2Fixture

  , b2World = Box2D.Dynamics.b2World

  , b2MassData = Box2D.Collision.Shapes.b2MassData

  , b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape

  , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape

  , b2DebugDraw = Box2D.Dynamics.b2DebugDraw

;

  注: 通过简写来缩短类名和函数对象的引用.
  • 创建世界

world = new b2World(

  new b2Vec2(0, 10) //gravity

  , true //allow sleep

);

  • 创建地面

var bodyDef = new b2BodyDef;

//create ground

bodyDef.type = b2Body.b2_staticBody;

bodyDef.position.x = 9;

bodyDef.position.y = 13;

fixDef.shape = new b2PolygonShape;

fixDef.shape.SetAsBox(10, 0.5);

world.CreateBody(bodyDef).CreateFixture(fixDef);

  注: b2Body.b2_staticBody标示该物体为静态物体(固定物), 一个物体由b2BodyDef和b2FixtureDef来确定.
  • 创建刚体

//create some objects

bodyDef.type = b2Body.b2_dynamicBody;

for(var i = 0; i < 10; ++i) {

  if(Math.random() > 0.5) {

    fixDef.shape = new b2PolygonShape;

    fixDef.shape.SetAsBox(

      Math.random() + 0.1 //half width

      , Math.random() + 0.1 //half height

    );

  } else {

    fixDef.shape = new b2CircleShape(

      Math.random() + 0.1 //radius

    );

  }

  bodyDef.position.x = Math.random() * 10;

  bodyDef.position.y = Math.random() * 10;

  world.CreateBody(bodyDef).CreateFixture(fixDef);

}

  注: 这边随机创建了10个圆形/矩形的物体
  • box2dweb的调试器(可视化)

//setup debug draw

var debugDraw = new b2DebugDraw();

debugDraw.SetSprite(document.getElementById("canvas").getContext("2d"));

debugDraw.SetDrawScale(30.0);

debugDraw.SetFillAlpha(0.3);

debugDraw.SetLineThickness(1.0);

debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);

world.SetDebugDraw(debugDraw);

  注: DrawScale为物理世界和像素的比例值, 以及Sprite的canvas的2d上下文.
  • 事件驱动
  注册定时器, 定时更新. 而物理引擎的world.step函数是整个box2d的核心, 其模拟/驱动了物理世界的运行.

window.setInterval(update, 1000 / 60);



function update() {

  world.Step(

    1 / 60 //frame-rate

    , 10 //velocity iterations

    , 10 //position iterations

  );

  world.DrawDebugData();

  world.ClearForces();

};

总结:
  从这个sample代码中, 学习到了很多. 实践出真知, 希望自己作为一个html5er的初学者能快速成长.

写在最后:
  
如果你觉得这篇文章对你有帮助, 请小小打赏下. 其实我想试试, 看看写博客能否给自己带来一点小小的收益. 无论多少, 都是对楼主一种由衷的肯定.

  box2dweb 学习笔记--sample讲解 

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