Radial gravity, orbital gravity, orbital mechanics, whatever you want to call it there is no denying it can be useful for many kinds of games. Unfortunately, neither Box2D nor Chipmunk Physics Engines for the iPhone had support for it. I had a hell of a time trying to figure this out but in the end it was so simple. Here is how to do it.
First, create a new Cocos2D / Box2D Hello World project from the supplied Cocos2D templates. Add the following code to HellowWorldScene.mm and HelloWorldScene.h:
HelloWorldScene.mm
-(id) init { //... Add at end of init after body->CreateFixture(&fixtureDef); // Create our static "Planet" b2CircleShape shape; shape.m_radius = 1.0f; shape.m_p.Set(8.0f, 8.0f); b2FixtureDef fd; fd.shape = &shape; planet = groundBody->CreateFixture(&fd); } -(void) tick: (ccTime) dt { int32 velocityIterations = 8; int32 positionIterations = 1; world->Step(dt, velocityIterations, positionIterations); for (b2Body* b = world->GetBodyList(); b; b = b->GetNext()) { b2Body* ground = planet->GetBody(); b2CircleShape* circle = (b2CircleShape*)planet->GetShape(); // Get position of our "Planet" b2Vec2 center = ground->GetWorldPoint(circle->m_p); // Get position of our current body in the iteration b2Vec2 position = b->GetPosition(); // Get the distance between the two objects. b2Vec2 d = center - position; // The further away the objects are, the weaker the gravitational force is float force = 250.0f / d.LengthSquared(); // 150 can be changed to adjust the amount of force d.Normalize(); b2Vec2 F = force * d; // Finally apply a force on the body in the direction of the "Planet" b->ApplyForce(F, position); if (b->GetUserData() != NULL) { CCSprite *myActor = (CCSprite*)b->GetUserData(); myActor.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); myActor.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } }
HelloWorldScene.h
@interface HelloWorld : CCLayer { b2World* world; GLESDebugDraw *m_debugDraw; b2Fixture* planet; // This will be a static body }
And here is the result!
Enjoy!
Download Source Code for this tutorial:
Radial Gravity Box2d & Cocos2d Example Source Code – 692k
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Tags: box2d, C++, cocos2d, code, iPhone, Objective-C, orbital gravity, radial gravity, tutorial, Xcode
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[...] other day I wrote a tutorial on how to implement orbital / radial gravity in with the use of Box2D and Cocos2D. I have decided [...]
interesting.
i did something similar to implement “suns” in my space pack
here is my code: (just the physics part, i obviously added a sprite/particle effect over it)
THIS IS ALL WITHIN A UPDATE LOOP THAT RUNS AS FOLLOWS: [self schedule:@selector(tick:)];
[...] is some example code based off my tutorial on how to implement orbital / radial gravity, but in reverse. This example pushes objects away [...]
Thanks Joseph, check out my recent post about using this code to build a bomb-like effect.
Is there anyway you can port this to Action script so I may use it in flash.
I don’t use Flash, sorry. If you are familiar with Flash and Actionscript, you should be able to port this yourself.
[...] How To Add Radial Gravity To Box 2D Radial Gravity w/ Box2D SOURCE [...]
Keep posting stuff like this i really like it
Hi ~
This is very simple and useful post.
I find this danyeoteotda.
Thanks for reading!
Try googling “barnes-hut” if you run in to performance issues.
I googled it but what performance gains can be achieved? The process is simple enough already.
[...] Nick Vellios wrote a series on adding radial gravity to Box2D. (h/t: [...]
This is such a deep blog! What can I say, youve hit the nail right on the head! You even added some videos to make it seem so much more real. Youve got a great way of communicating with the reader, a great way of making me feel like what you have to say is just as important to me as it is to you. Keep it up!
Thanks for the source code. They are very helpful
Hey, I can’t view your site properly within Opera, I actually hope you look into fixing this.
You saved the day. I looked all over for how to do this. You are right, it is so simple once you figure it out! THANK YOU
You certainly deserve a round of applause for your post and more specifically, your blog in general. Very high quality material
I just sent this post to a bunch of my friends as I agree with most of what you’re saying here and the way you’ve presented it is awesome.
Hey Nick,
Great post! Lovely use of physics. Wondering if you might share the source in the video at the bottom of the post?
Cheers,
//MD
Thank you, very useful !
If I want add other planets (with gravity), do I need multiply or add forces ?
Thank you.
This what I gathered from your tutorial while converting it to Lua for love2d and hump.
ship = bodies[1]
shipVec = vector(ship:getX(),ship:getY())
planet = bodies[2]
planetVec = vector(planet:getX(),planet:getY())
distance = planetVec – shipVec
force = 250 / distance:len2()
normforce = force*distance
bodies[1]:applyImpulse(normforce.x, normforce.y,ship:getX(),ship:getY())
thanks so much. i was actually working on something like this for my app.
This is great, just what we were looking for for a project we are working on. Many thanks man!
Hey, I was looking to implement radial gravity physics and this is exactly what i needed. Thanks very much, the simplicity of your solution is fantastic.
You just saved my day mate
thanks man,
was breaking my head on this,
very useful code this,