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Physics Layout

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This library offers a dyn4j wrapper for Jetpack Compose.

🚧 Experimental 🚧

Before reaching version 1.0, this library is considered experimental, which means that there is no guaranteed backwards compatibility between versions. Signatures, interfaces, names, etc. may and will most likely change.

Sample App

physics.mov

Download

dependencies {
    implementation 'io.github.klassenkonstantin:physics-layout:<version>'
}

How to use

To get started, create a PhysicsLayout and add arbitrary content to it. Add the physicsBody modifier to Composables that should be part of the physics simulation.

PhysicsLayout

@Composable
fun PhysicsLayout(
    modifier: Modifier = Modifier,
    shape: Shape? = RectangleShape,
    scale: Dp = DEFAULT_SCALE,
    simulation: Simulation = rememberSimulation(),
    content: @Composable BoxScope.() -> Unit
)
  • shape: The shape of the outer border of the PhysicsLayout
  • scale: How many Dps should be considered one meter. Bodies shouldn't be smaller than one meter
  • simulation: Does the mapping between layout and physics engine
  • content: The arbitrary layout

physicsBody modifier

fun Modifier.physicsBody(
    id: String? = null,
    shape: Shape = RectangleShape,
    bodyConfig: BodyConfig = BodyConfig(),
    dragConfig: DragConfig? = null,
)
  • id: The id the body should have in the simulation. Useful for operations that act directly on bodies (not yet supported).
  • shape: Describes the outer bounds of the body. Supported shapes are:
  • bodyConfig: Configures properties of the body
  • dragConfig: Set a DragConfig to enable drag support, or null to disable dragging

Clock

By default Simulation uses a default Clock which automatically starts running. To pause and resume a Clock, create an instance with rememberClock() and pass that to the Simulation.

Example usage

@Composable
fun SimpleScreen() {
    Surface(
        modifier = Modifier.fillMaxSize(),
        color = MaterialTheme.colorScheme.background
    ) {
        PhysicsLayout {
            Card(
                modifier = Modifier.physicsBody(
                    shape = CircleShape,
                ).align(Alignment.Center),
                shape = CircleShape,
            ) {
                Icon(
                    modifier = Modifier
                        .size(32.dp)
                        .padding(4.dp),
                    imageVector = Icons.Default.Star,
                    contentDescription = "Star",
                    tint = Color.White
                )
            }
        }
    }
}

This example adds a ball with a star in the center of the layout, which then starts falling to the ground.

Note: The shape must be set on both the body modifier and the Card.

Change gravity

If you need to change the gravity of the simulated world, use Simulation.setGravity

Caveats, notes, missing features

  • I don't think Compose was made to display hundreds of Composables at the same time. So maybe it's not a good idea to build a particle system out of this.
  • In general, what is true for all of Compose is especially true for this Layout: Release builds perform way better than debug builds.
  • State is not restored on config changes 😱.
  • Currently there is no way to observe bodies / collosions / etc.
  • Not tested with scrolling containers

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A custom Compose layout backed by a physics engine

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