UIKit力学是基于Box2D开源物理引擎
- UIGravityBehavior 重力
- UICollisionBehavior 碰撞,可以碰撞检测
- UIAttachmentBehavior 吸附,互相吸附。两个物体之间的距离是刚性的
- UIPushBehavior 推,向某个方向运动
- UISnapBehavior 甩,朝某个目标点甩出
- UIDynamicItemBehavior 行为限制。它含有的设置行为力学的参数:
- density:密度:如果是一个100 * 100的物体,密度为1.0,作用力是1.0,加速度是100点/s²
- elasticity:弹力系数,取值范围是0-1,0表示没有反弹,1.0表示完全弹性碰撞
- friction:摩擦系数, 0表示没有摩擦力,1.0表示摩擦力很强,需要摩擦力很大可以大于1.0
- resistance:阻力,物体运动的时候,在线性方向的阻力,0.0没有阻力,CGFLOAT_MAX表示最大阻力
- allowsRotation:是否允许旋转
- angularResistance:角阻力:物体旋转的时候,旋转方向的阻力
用代码说话
重力、碰撞、吸附、推
先看效果:
在SB中创建一个盒子、一个小圆球、一根木棍
Paste_Image.png
/**
* 盒子重力加速度下降
* 盒子在碰到棍子后弹起翻转
* 盒子碰到球吸附
*/
@interface ViewController () <UICollisionBehaviorDelegate>{
BOOL _firstContact; // 记录方块是否是第一次碰撞
}
@property (weak, nonatomic) IBOutlet UIView *box; // 盒子
@property (weak, nonatomic) IBOutlet UIImageView *line; // 木棍
@property (weak, nonatomic) IBOutlet UIImageView *ball; // 球
@property (nonatomic, retain) UIDynamicAnimator * animator;
@property (nonatomic, retain) UIGravityBehavior * gravity; // 重力
@property (nonatomic, retain) UICollisionBehavior * collision; // 碰撞
@property (nonatomic, retain) UIAttachmentBehavior * attachment; // 吸附
@end
@implementation
ViewController
- (void)viewDidLoad {
_ball.layer.masksToBounds = YES;
_ball.layer.cornerRadius = _ball.frame.size.width / 2;
self.animator= [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
// 重力
self.gravity= [[UIGravityBehavior alloc] initWithItems:@[_box]];
// 设置重力的方向
// CGVector gravityDirection = {0.0, 5}; // 如果y为负向上运动,值越大速度越大
// _gravity.gravityDirection = gravityDirection;
[_animator addBehavior:_gravity]; // 添加到animator中
// 碰撞
self.collision= [[UICollisionBehavior alloc] initWithItems:@[_box]];
_collision.translatesReferenceBoundsIntoBoundary= YES; // 检测发生碰撞
[_animator addBehavior:_collision];
// 检测是否与其他视图边界进行碰撞
[_collision addBoundaryWithIdentifier:@"collision"fromPoint:_line.frame.origin toPoint:CGPointMake(_line.frame.origin.x+ _line.frame.size.width, _line.frame.origin.y)];
_collision.collisionDelegate = self; // 设置代理
// 参数
UIDynamicItemBehavior* item = [[UIDynamicItemBehavior alloc] initWithItems:@[_box]];
item.elasticity= 0.5;
[_animator addBehavior:item];
}
// 检测到碰撞后进行的处理
- (void)collisionBehavior:(UICollisionBehavior*)behavior beganContactForItem:(id<UIDynamicItem>)item
withBoundaryIdentifier:(id<NSCopying>)identifier atPoint:(CGPoint)p{
if( !_firstContact) {
_firstContact = YES;
// 吸附,小球吸附在盒子里
self.attachment = [[UIAttachmentBehavior alloc] initWithItem:_ball attachedToItem:_box];
[self.animator addBehavior:_attachment];
// 推
UIPushBehavior * push
= [[UIPushBehavior alloc] initWithItems:@[_box]mode:UIPushBehaviorModeInstantaneous];
CGVector pushDir = {0.5, -0.5};
push.pushDirection =
pushDir;
push.magnitude = 5.0;
[_animator addBehavior:push];
}
}
@end
Demo在这里
甩
效果:
在SB为view添加一个点击手势
/**
* 盒子停在界面中,当触摸屏幕,盒子会先加速后减速到触摸点
*/
@interface ViewController ()
@property (weak, nonatomic) IBOutlet UIView *box; // 盒子
@property (nonatomic, retain) UIDynamicAnimator * animator;
@property (nonatomic, retain) UISnapBehavior * snap; // 甩
@end
@implementation ViewController
- (void)viewDidLoad {
self.animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
}
- (IBAction)handleSnapGesture:(UITapGestureRecognizer *)sender {
// 移除甩行为
[_animator removeBehavior:_snap];
// 添加甩行为
CGPoint point = [sender locationInView:self.view]; // 得到触摸的点
self.snap = [[UISnapBehavior alloc] initWithItem:_box snapToPoint:point];
[_animator addBehavior:_snap];
}
Demo在这里
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