Control an object by physics - ios

I read the example in the apple documentation (Scene Kit Vehicle) and they use SCNPhysicsVehicle on the vehicle. SCNPhysicsVehicle allows to set speed, brake and everything. I want to be able to control a SCNNode (containing a SCNSphere). What is the way to do that by physic?

Use SCNPhysicsVehicle only when you want an element in your scene to behave like a wheeled vehicle — to control it in terms of engine speed, braking, and steering, and to display it with wheels that rotate as it moves and pivot as it steers.
For simpler physics-based control of an element in your scene, create an SNCPhysicsBody and attach it to the node for which you want physical behaviors. Then, to set it in motion, apply forces or impulses to it, directly set its velocity, set it up to collide with other bodies, or just let it fall due to the scene's gravity. There's far too many things to do with physics to fit in one answer — read the SCNPhysicsBody Class Reference to see them all.
If you're looking specifically for joystick/tilt control, even then there are multiple ways to go, depending on what kind of gameplay "feel" you're looking for. But there are some common themes:
Since you want continuous control, you probably want to poll for input in renderer:didUpdateAtTime:or one of the other render-loop methods.
Tilt and joysticks provide variable input, so you probably want variable control. Whatever you do to the physics body should scale with the accelerometer input or joystick axis value.
One thing you could do is apply a force on every frame based on the joystick direction; e.g. in your update method:
GCControllerAxisInput *joystickX = controllers[0].extendedGamepad.xAxis;
[sphereNode.physicsBody applyForce:SCNVector3(xAxis.value * SCALE_FACTOR, 0, 0) impulse:NO];
With this option, holding the joystick one direction or the other is like firing thrusters: your sphere will move faster and faster the longer (and stronger) you hold the joystick in a particular direction. And you'll have to hold the joystick just as much in the opposite direction to apply enough opposing force to stop that crazy thing.
Another way to do it would be to set velocity directly:
sphereNode.physicsBody.velocity = SCNVector3(xAxis.value * SCALE_FACTOR, 0, 0);
With this option, the sphere holds still when you're not pushing the stick, and it moves faster the farther you push the stick, up to the maximum speed of SCALE_FACTOR.
(In both examples, SCALE_FACTOR is something that translates the -1 to 1 range of the joystick into units meaningful to your game.)
There are loads of other options — for example, you could do your own math to derive a delta between the joystick position and the current direction/velocity — experiment with some to find out what best fits the gameplay you're looking for.

Related

SpriteKit & Swift Ball Speed

I have made a game using SpriteKit and Swift 3 and have figured out all aspects of the game except the speed of the ball node in the game. Im confused with the different function applyImpulse() and ball.physicsBody.velocity, as I have tested both and don't seem to really understand what the speed I'm actually programatically settings is. Any clarification on what I should be using would be great?
Also whilst testing (by printing the ball's velocity to the console every collision) I would see sometimes the ball's speed would simply go to some long and random decimal value when it hit other nodes such as a paddle which I hadn't specifically coded anything to happen with the ball's speed in the case of a collision with it.
In summary I would appreciate:
Just general clarification regarding speed of the ball in SpriteKit and how I should approach it (what method/function I should use)
How I would make it so the ball's speed doesn't got to these very long random decimals
Thanks
In regards to the values, there is not really a set rule of what the values are for impulses and forces. It depends on how big your sprites physics body are etc. An impulse of 80 might be a perfect jump value for 1 sprite size, but than make it half the size and that 80 is suddenly way to high. There are also factors such as gravity, mass etc than can have an effect on this.
So you usually just play around with the values until you get the desired result.
In regards to the collision with the paddle, you need to check your bit mask values and your dynamic properties. SpriteKit by default sets collisions to all objects, so if you dont specifically tell your paddle/ball to ignore each other they will collide.
There are also things such as restitution, friction, damping etc that can have an effect on how you sprites behave when colliding.
There are loads of tutorials on google about SpritKit physic/collisions or read the apple documentation.
In regards to the difference between velocity and impulses/forces, as per apples documentation
"First, you can control a physics body’s velocity directly, by setting its velocity and angularVelocity properties. As with many other properties, you often set these properties once when the physics body is first created and then let the physics simulation adjust them as necessary. For example, assume for a moment you are making a space-based game where a rocket ship can fire missiles. When the ship fires a missile, the missile should have a starting velocity of the ship plus an additional vector in the direction of the launch.
When a body is in the simulation, it is more common for the velocity to be adjusted based on forces applied to the body. Another source of velocity changes, collisions, is discussed later."
https://developer.apple.com/library/content/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Physics/Physics.html
So basically the general rule of thumb is this:
1) Only set the velocity property when you create the physics body. I never needed to do this for my games yet.
The only time I really use the velocity property is for things such as double jumping where I need to set it to 0 to have a consistent double jump
...velocity.dy = 0
...applyImpulse(
2) When you are playing the game already than
a) If you are trying to continuously move your ball you should use
applyForce...
in something like the update method of your SKScene.
b) If you want to make your ball jump, so basically a short 1 time thing, you should use
applyImpulse...
Hope this helps

Make a SCNNode drop using gravity?

I have a SceneKit setup and have one Sphere in it that is setup as a Dynamic body.
I am able to run the app and see the sphere drop on the static body floor.
What I am trying to do is setup the scene so the sfere initially does not drop.
Then when a function is run I want the sfere to drop.
what is the correct logic / steps to make the scene suddenly (maybe when a button is pressed or something) drop the sphere?
I have tried also to set the sphere to mass 0 and then set the mass to 100 but it does not cause the drop...
Mass doesn't control how fast something falls. This is true in the real world, but more so in simulations that take shortcuts instead of simulating every detail of real-world physics. (Sadly, iOS devices still don't have the CPU power to account for the rotating reference frame of the Earth, the Van der Waals attraction between your sphere and any body especially close to it, the strong force that keeps its triangles atoms together, etc etc.) In SceneKit, gravity is just a constant acceleration in a specific direction.
Setting mass to zero and switching it to something else interferes with the distinction between static/kinematic and dynamic bodies... so don't do that.
As #mnuages notes, you can add/remove the physics body from your sphere when you want it to be affected or unaffected by physics entirely.
But what if you want to keep the sphere's physics body for other reasons—such as allowing other bodies to collide with it even before you make it start falling? There are a few approaches you could use for that:
Set the sphere body's damping to 1.0.
Set the sphere body's velocityFactor to zero (at least in the direction of gravity).
Both of those will keep the sphere from moving when something else hits it. If you want the ball to get knocked around, but not be affected by gravity, the best thing to do might be to switch out scene gravity for physics fields:
Set scene.physicsWorld.gravity to SCNVector3Zero.
Add a SCNPhysicsField created with the linearGravityField constructor to your scene, and set its direction and strength to get the kind of gravity behavior you want.
Set the categoryBitMasks on both your sphere body and the gravity field such that the field affects other bodies but not the sphere.
Whichever of these methods you use, you can change them when you want to "turn gravity on" for the sphere: reduce the damping, reset the velocityFactor, or change the sphere's or the gravity field's categoryBitMask.
As of iOS 9, you can set the isAffectedByGravity property to false then flip the value to true to make the sphere drop: https://developer.apple.com/reference/scenekit/scnphysicsbody/1514738-isaffectedbygravity
setting a physics body to sphere only when you want to it to be affected by gravity should work.

SceneKit: PhysicsWorld relative to body

I have a ship that everything is centered around and everything moves relative to it. It is a first person shooter. Right now when I fire, and the ship speeds up, it catches up to the bullets. I would like the physics world to move relative to the ship's speed so that the bullet is essentially unaffected by ship speed.
The physics engine is doing the right thing, but not the right thing for my game.
I have other elements that move relative to the ship as it moves, which move correctly now, so don't want make ship stationary and move everything else in world around it. I don't see a direct way to do this maybe there is an indirect way? Perhaps I can manually take over the positioning of the bullets. I would like to use the other parts of the physics engine for doing collisions etc so don't want to completely manually do it, but will if that is the only option.
Anyone else have any suggestions?
It sounds like your bullets are receiving air friction. This is controlled by the physics bodies "damping" property. A value of 1.0 will make it static without movement. A value of 0 will allow it to move continuously without ever stoping. The default value is 0.1 as per the Apple documents. Assign your node like so to remove the damping(air friction)...
yourNode.physicsBody.damping = 0

Box2D / cocos2d animation to a point with rotation

I'm pretty new to Box2D and cocos2d. I'm trying to do something which I thought would be pretty simple, but it is turning out to be more difficult than I had expected and I cannot find a working answer anywhere.
Basically, I want to move a b2body and rotate it to a certain point with animation.
I can get it to the correct position and rotation with:
targetBody->SetTransform(b2Vec2(10.0f,1.0f),10);
But I have no idea how to animate it there over time. I tried using cocos2d animation on the sprite used for the body, but that doesn't do anything. Any ideas?
There are a couple of ways you could do this.
You could use SetTransform every time step to update the position of the body gradually over time, in effect performing the animation yourself. The drawback with this method is that the body is 'teleporting' to the new position rather than moving, so it has no momentum, which means you can get odd results if it hits anything along the way. Still, if you know it will not hit anything or does not need to react to a collision this would be ok.
The other way is to SetLinearVelocity and SetAngularVelocity to give the body proper movement. This will keep the results of a collision realistic, and you don't need to keep updating anything every timestep. On the other hand, you will need to detect when the body has arrived at the desired position and then set the velocities back to zero, otherwise it will just keep moving. For dynamic bodies you will also need to counter gravity somehow, either by setting the gravity scale of the body to zero, or by applying an upwards force to balance gravity, or by changing the body type to kinematic during the move.
In general, you use Box2D to simulate the physical behavior of objects in relation to each other. The rules of mechanics implemented by Box2D dictate how your cocos2d CCSprites move if you continuously update the translation and rotation of your sprites according to their corresponding Box2d b2Body. You will have some kind of repeatedly invoked tick: method in which you step your Box2d world along in time, and in which you update your sprite positions according to simulation results of Box2d.
This pattern corresponds to b2Bodys of type b2_dynamicBody. Physical laws dictate the motion of the body in this case, and your sprites will follow these simulation results. This is why setting a conflicting position of a sprite by means of a CCAction or even directly will be undone almost instantaneously with the next tick:.
Solution 1: kinematic body type
However, there do exist other modes for a b2Body, and one of these is b2_kinematicBody in which the translation is no longer governed by the world but by the velocities or angular speeds you dictate through setters. So it would be one solution to work with body type b2_kinematicBody as in:
b2BodyDef bdef;
bdef.type = b2_kinematicBody;
With this you would manipulate the velocity and angular speed of a b2Body explicitly. In this case, Box2d is still responsible for moving bodies around, but according the velocities you dictate, and without any force effects of collision or gravity applied to this particular body. Also with this strategy, your CCSprites will follow b2Bodys. Setting conflicting positions for your sprites directly or by applying a CCAction would not make sense for the same reason as described above.
Solution 2: decouple sprites from Box2d
An alternative way to animating sprites would be to fully decouple those sprites from Box2d. In this case, you would simply not have any b2Body that governs the position of the sprite you are going to animate. Now, in this case, only you will dictate the position and rotation of your CCSprite, i.e. directly either through its position property or by applying a CCAction.

Cocos2D Realistic Gravity?

I have tried many different techniques of applying a realistic looking gravity feature in my game but have had no luck so far. I plan on offering a 100 point bounty on this for someone who can show me or (share) some code that applies gravity to a CCSprite in Cocos2D.
What I have done so far has just been ugly or unrealistic and I have asked in many different places on what the best approach is but I just have not found any good looking gravity techniques yet.
Anyway, can anyone offer some tips/ideas or their approach only applying gravity to a CCSprite in Cocos2D without using a physics engine?
Thanks!
A effective approach without having to explicitly use any physics engine is to step the velocity and position of your sprite manually in your update loop. This is essentially Euler Integration.
// define your gravity value
#define GRAVITY -0.1
// define a velocity variable in the header of your Game class/CCSprite Subclass (neater)
float velocity_y;
-(void) update: (ccTime) dt
{
// Step the y-velocity by your acceleration value (gravity value in this case)
velocity_y += GRAVITY *dt; // drop the dt if you don't want to use it
// Step the position values and update the sprite position accordingly
sprite.position.y += velocity_y* dt; // same here
}
In the code snippet above, I defined a velocity_y variable to keep track of my sprite's current velocity along the y-direction. Remember to initialize this value to 0 in your init method.
Next comes the crux of Euler. At every time step:
Advance your velocity by your acceleration (which is your gravity) multiplied by dt to find your new velocity.
Advance your position by your newly computed velocity value multiplied by dt to find your new position.
You can experiment whether using delta-time or not (see LearnCocos2D's excellent comment on the cons of using it) works for your game. While multiplying by delta-time allows your object motion to more accurately take into account varying framerates, as LearnCocos2d pointed out, it might be wise to avoid using it in a real-time game where system interrupts (new mail, low battery, ads pop-out) can occur and subsequently cause the game simulation to jump forward in an attempt to make up.
So if you are dropping the dt, remember to tweak (scale down) your GRAVITY value accordingly to retain the right feel, since this value is no longer multiplied by the value of delta-time (which is ~ 1/60).
Aditional Tip: To apply an impulse to move the sprite (say via a swipe), you can affect the velocities directly by changing the values of velocity_x (if you have this) and velocity_y.
I have used this approach in my games, and it works very well. hope it helps.
This isn't trivial matter, you should try to see other posts. I'm sure other poeple already had this issue. Try to look at :
How to simulate a gravity for one sprite in cocos2d without a physics engine?
Cocos2D Gravity?
Or try our good friend google :
http://www.gamedev.net/page/resources/ -> got to Math and Physics and then A Verlet based approach for 2D game physics
http://www.rodedev.com/tutorials/gamephysics/
In any case here are some tips :
Step 1, calculate the effective direction vectors
Step 2, calculate velocity
Step 3, project this velocity onto the two effective directions.
Step 4, generate an equal and opposite force for the two direction and call this the “response force”.

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