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I had similar question and I did use this solution. Construct CGPathRef and then do check using CGPathContainsPoint in touchesBegan method.


The problem is objects movement in digital world is discrete. In real world, it seems natural if a bar extends, it does is over time - computers cannot "move" objects, so they simulate this behaviour by setting their position by small steps dS. However, if the movement of an object is too fast, it can produce weird resulst like shown on video - bars actually ...


The problem is that bodies only ever move towards stable orbits in 3D. In 2D they will not tent to move towards stable orbits using "realistic" physics. If you do want to get a stable orbit you will need to mess with the formula's that dictate speed. Completely forgoing Newton's laws in favour of a system with completely different exponents. For more ...

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