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+//
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+// Copyright (c) 2008-2015 the Urho3D project.
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+// Copyright (c) 2015 Xamarin Inc
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+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+using System;
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+using AtomicEngine;
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+
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+namespace FeatureExamples
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+{
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+ public class Constraints2DSample : Sample
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+ {
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+ Scene scene;
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+ bool drawDebug;
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+ Camera camera;
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+ RigidBody2D dummyBody;
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+ Node pickedNode;
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+
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+ public Constraints2DSample() : base() { }
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+
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+ public override void Start()
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+ {
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+ base.Start();
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+ CreateScene();
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+ SimpleCreateInstructionsWithWasd(", Use PageUp PageDown to zoom.\n Space to toggle debug geometry and joints - F5 to save the scene.");
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+ SetupViewport();
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+ SubscribeToEvents();
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+ }
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+
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+ void SubscribeToEvents()
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+ {
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+ SubscribeToEvent<PostRenderUpdateEvent>(e =>
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+ {
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+ // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
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+ // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
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+ // bones properly
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+ if (drawDebug)
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+ scene.GetComponent<PhysicsWorld2D>().DrawDebugGeometry();
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+ });
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+
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+ SubscribeToEvent<MouseButtonDownEvent>(HandleMouseButtonDown);
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+
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+ if (TouchEnabled)
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+ {
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+ SubscribeToEvent<TouchBeginEvent>(HandleTouchBegin3);
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+ }
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+ }
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+
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+ protected override void Update(float timeStep)
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+ {
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+ SimpleMoveCamera2D(timeStep);
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+
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+ var input = GetSubsystem<Input>();
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+
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+ if (input.GetKeyDown(Constants.KEY_PAGEUP))
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+ camera.Zoom = (camera.Zoom * 1.01f);
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+
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+ if (input.GetKeyDown(Constants.KEY_PAGEDOWN))
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+ camera.Zoom = (camera.Zoom * 0.99f);
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+
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+ // Toggle physics debug geometry with space
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+ if (input.GetKeyPress(Constants.KEY_SPACE))
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+ drawDebug = !drawDebug;
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+
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+ // Save scene
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+ if (input.GetKeyPress(Constants.KEY_F5))
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+ {
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+ // scene.SaveXml(FileSystem.ProgramDir + "Data/Scenes/Constraints.xml", "\t");
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+ }
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+ }
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+
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+ void HandleTouchBegin3(TouchBeginEvent args)
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+ {
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+ var graphics = GetSubsystem<Graphics>();
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+ PhysicsWorld2D physicsWorld = scene.GetComponent<PhysicsWorld2D>();
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+ RigidBody2D rigidBody = physicsWorld.GetRigidBody(new Vector2(args.X, args.Y), uint.MaxValue); // Raycast for RigidBody2Ds to pick
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+ if (rigidBody != null)
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+ {
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+ pickedNode = rigidBody.Node;
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+ StaticSprite2D staticSprite = pickedNode.GetComponent<StaticSprite2D>();
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+ staticSprite.Color = (new Color(1.0f, 0.0f, 0.0f, 1.0f)); // Temporary modify color of the picked sprite
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+ rigidBody = pickedNode.GetComponent<RigidBody2D>();
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+
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+ // Create a ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with touch
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+ ConstraintMouse2D constraintMouse = pickedNode.CreateComponent<ConstraintMouse2D>();
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+ Vector3 pos = camera.ScreenToWorldPoint(new Vector3((float)args.X / graphics.Width, (float)args.Y / graphics.Height, 0.0f));
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+ constraintMouse.Target = new Vector2(pos.X, pos.Y);
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+ constraintMouse.MaxForce = 1000 * rigidBody.Mass;
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+ constraintMouse.CollideConnected = true;
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+ constraintMouse.OtherBody = dummyBody; // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
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+ constraintMouse.DampingRatio = 0;
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+ }
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+
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+ SubscribeToEvent<TouchMoveEvent>(HandleTouchMove3);
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+ SubscribeToEvent<TouchEndEvent>(HandleTouchEnd3);
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+ }
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+
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+ void HandleTouchEnd3(TouchEndEvent args)
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+ {
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+ if (pickedNode != null)
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+ {
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+ StaticSprite2D staticSprite = pickedNode.GetComponent<StaticSprite2D>();
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+ staticSprite.Color = (new Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color
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+ pickedNode.RemoveComponent<ConstraintMouse2D>(); // Remove temporary constraint
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+ pickedNode = null;
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+ }
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+
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+ UnsubscribeFromEvent<TouchMoveEvent>();
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+ UnsubscribeFromEvent<TouchEndEvent>();
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+
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+ }
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+
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+ void HandleTouchMove3(TouchMoveEvent args)
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+ {
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+ if (pickedNode != null)
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+ {
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+ var graphics = GetSubsystem<Graphics>();
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+ ConstraintMouse2D constraintMouse = pickedNode.GetComponent<ConstraintMouse2D>();
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+ Vector3 pos = camera.ScreenToWorldPoint(new Vector3((float)args.X / graphics.Width, (float)args.Y / graphics.Height, 0.0f));
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+ constraintMouse.Target = new Vector2(pos.X, pos.Y);
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+ }
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+ }
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+
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+ void HandleMouseButtonDown(MouseButtonDownEvent args)
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+ {
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+ Input input = GetSubsystem<Input>();
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+ PhysicsWorld2D physicsWorld = scene.GetComponent<PhysicsWorld2D>();
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+ RigidBody2D rigidBody = physicsWorld.GetRigidBody(input.MousePosition.X, input.MousePosition.Y, uint.MaxValue); // Raycast for RigidBody2Ds to pick
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+ if (rigidBody != null)
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+ {
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+ pickedNode = rigidBody.Node;
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+ //log.Info(pickedNode.name);
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+ StaticSprite2D staticSprite = pickedNode.GetComponent<StaticSprite2D>();
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+ staticSprite.Color = (new Color(1.0f, 0.0f, 0.0f, 1.0f)); // Temporary modify color of the picked sprite
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+
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+ // Create a ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with the mouse
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+ ConstraintMouse2D constraintMouse = pickedNode.CreateComponent<ConstraintMouse2D>();
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+ constraintMouse.Target = GetMousePositionXY();
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+ constraintMouse.MaxForce = 1000 * rigidBody.Mass;
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+ constraintMouse.CollideConnected = true;
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+ constraintMouse.OtherBody = dummyBody; // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
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+ constraintMouse.DampingRatio = 0.0f;
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+ }
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+
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+ SubscribeToEvent<MouseMoveEvent>(HandleMouseMove);
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+ SubscribeToEvent<MouseButtonUpEvent>(HandleMouseButtonUp);
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+ }
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+
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+ Vector2 GetMousePositionXY()
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+ {
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+ Input input = GetSubsystem<Input>();
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+ var graphics = GetSubsystem<Graphics>();
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+ Vector3 screenPoint = new Vector3((float)input.MousePosition.X / graphics.Width, (float)input.MousePosition.Y / graphics.Height, 0.0f);
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+ Vector3 worldPoint = camera.ScreenToWorldPoint(screenPoint);
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+ return new Vector2(worldPoint.X, worldPoint.Y);
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+ }
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+
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+
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+ void HandleMouseMove(MouseMoveEvent args)
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+ {
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+ if (pickedNode != null)
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+ {
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+ ConstraintMouse2D constraintMouse = pickedNode.GetComponent<ConstraintMouse2D>();
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+ constraintMouse.Target = GetMousePositionXY();
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+ }
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+
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+ }
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+
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+ void HandleMouseButtonUp(MouseButtonUpEvent args)
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+ {
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+ if (pickedNode != null)
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+ {
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+ StaticSprite2D staticSprite = pickedNode.GetComponent<StaticSprite2D>();
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+ staticSprite.Color = (new Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color
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+ pickedNode.RemoveComponent<ConstraintMouse2D>();
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+ pickedNode = null;
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+ }
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+
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+ UnsubscribeFromEvent<MouseMoveEvent>();
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+ UnsubscribeFromEvent<MouseButtonUpEvent>();
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+
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+ }
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+
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+ void SetupViewport()
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+ {
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+ var renderer = GetSubsystem<Renderer>();
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+ renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
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+ }
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+
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+ void CreateScene()
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+ {
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+ scene = new Scene();
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+ scene.CreateComponent<Octree>();
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+ scene.CreateComponent<DebugRenderer>();
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+ PhysicsWorld2D physicsWorld = scene.CreateComponent<PhysicsWorld2D>(); // Create 2D physics world component
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+ physicsWorld.DrawJoint = true; // Display the joints (Note that DrawDebugGeometry() must be set to true to acually draw the joints)
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+ drawDebug = true; // Set DrawDebugGeometry() to true
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+
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+ // Create camera
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+ CameraNode = scene.CreateChild("Camera");
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+ // Set camera's position
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+ CameraNode.Position = (new Vector3(0.0f, 0.0f, 0.0f)); // Note that Z setting is discarded; use camera.zoom instead (see MoveCamera() below for example)
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+
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+ camera = CameraNode.CreateComponent<Camera>();
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+ camera.Orthographic = true;
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+
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+ var graphics = GetSubsystem<Graphics>();
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+
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+ camera.OrthoSize = (float)graphics.Height * PixelSize;
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+ camera.Zoom = 1.2f * Math.Min((float)graphics.Width / 1280.0f, (float)graphics.Height / 800.0f); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.2) is set for full visibility at 1280x800 resolution)
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+
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ Viewport viewport = new Viewport(scene, camera);
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+ Renderer renderer = GetSubsystem<Renderer>();
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+ renderer.SetViewport(0, viewport);
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+
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+ Zone zone = renderer.DefaultZone;
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+ zone.FogColor = (new Color(0.1f, 0.1f, 0.1f)); // Set background color for the scene
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+
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+ // Create 4x3 grid
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+ for (uint i = 0; i < 5; ++i)
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+ {
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+ Node edgeNode = scene.CreateChild("VerticalEdge");
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+ RigidBody2D edgeBody = edgeNode.CreateComponent<RigidBody2D>();
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+ if (dummyBody == null)
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+ dummyBody = edgeBody; // Mark first edge as dummy body (used by mouse pick)
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+ CollisionEdge2D edgeShape = edgeNode.CreateComponent<CollisionEdge2D>();
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+ edgeShape.SetVertices(new Vector2(i * 2.5f - 5.0f, -3.0f), new Vector2(i * 2.5f - 5.0f, 3.0f));
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+ edgeShape.Friction = 0.5f; // Set friction
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+ }
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+
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+ for (uint j = 0; j < 4; ++j)
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+ {
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+ Node edgeNode = scene.CreateChild("HorizontalEdge");
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+ /*RigidBody2D edgeBody = */
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+ edgeNode.CreateComponent<RigidBody2D>();
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+ CollisionEdge2D edgeShape = edgeNode.CreateComponent<CollisionEdge2D>();
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+ edgeShape.SetVertices(new Vector2(-5.0f, j * 2.0f - 3.0f), new Vector2(5.0f, j * 2.0f - 3.0f));
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+ edgeShape.Friction = 0.5f; // Set friction
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+ }
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+
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+ var cache = GetSubsystem<ResourceCache>();
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+
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+ // Create a box (will be cloned later)
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+ Node box = scene.CreateChild("Box");
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+ box.Position = (new Vector3(0.8f, -2.0f, 0.0f));
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+ StaticSprite2D boxSprite = box.CreateComponent<StaticSprite2D>();
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+ boxSprite.Sprite = cache.Get<Sprite2D>("Urho2D/Box.png");
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+ RigidBody2D boxBody = box.CreateComponent<RigidBody2D>();
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+ boxBody.BodyType = BodyType2D.BT_DYNAMIC;
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+ boxBody.LinearDamping = 0.0f;
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+ boxBody.AngularDamping = 0.0f;
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+ CollisionBox2D shape = box.CreateComponent<CollisionBox2D>(); // Create box shape
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+ shape.Size = new Vector2(0.32f, 0.32f); // Set size
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+ shape.Density = 1.0f; // Set shape density (kilograms per meter squared)
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+ shape.Friction = 0.5f; // Set friction
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+ shape.Restitution = 0.1f; // Set restitution (slight bounce)
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+
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+ // Create a ball (will be cloned later)
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+ Node ball = scene.CreateChild("Ball");
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+ ball.Position = (new Vector3(1.8f, -2.0f, 0.0f));
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+ StaticSprite2D ballSprite = ball.CreateComponent<StaticSprite2D>();
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+ ballSprite.Sprite = cache.Get<Sprite2D>("Urho2D/Ball.png");
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+ RigidBody2D ballBody = ball.CreateComponent<RigidBody2D>();
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+ ballBody.BodyType = BodyType2D.BT_DYNAMIC;
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+ ballBody.LinearDamping = 0.0f;
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+ ballBody.AngularDamping = 0.0f;
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+ CollisionCircle2D ballShape = ball.CreateComponent<CollisionCircle2D>(); // Create circle shape
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+ ballShape.Radius = 0.16f; // Set radius
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+ ballShape.Density = 1.0f; // Set shape density (kilograms per meter squared)
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+ ballShape.Friction = 0.5f; // Set friction
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+ ballShape.Restitution = 0.6f; // Set restitution: make it bounce
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+
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+ // Create a polygon
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+ Node polygon = scene.CreateChild("Polygon");
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+ polygon.Position = (new Vector3(1.6f, -2.0f, 0.0f));
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+ polygon.SetScale(0.7f);
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+ StaticSprite2D polygonSprite = polygon.CreateComponent<StaticSprite2D>();
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+ polygonSprite.Sprite = cache.Get<Sprite2D>("Urho2D/Aster.png");
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+ RigidBody2D polygonBody = polygon.CreateComponent<RigidBody2D>();
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+ polygonBody.BodyType = BodyType2D.BT_DYNAMIC;
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+ CollisionPolygon2D polygonShape = polygon.CreateComponent<CollisionPolygon2D>();
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+ polygonShape.VertexCount = 6; // Set number of vertices (mandatory when using SetVertex())
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+ polygonShape.SetVertex(0, new Vector2(-0.8f, -0.3f));
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+ polygonShape.SetVertex(1, new Vector2(0.5f, -0.8f));
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+ polygonShape.SetVertex(2, new Vector2(0.8f, -0.3f));
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+ polygonShape.SetVertex(3, new Vector2(0.8f, 0.5f));
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+ polygonShape.SetVertex(4, new Vector2(0.5f, 0.9f));
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+ polygonShape.SetVertex(5, new Vector2(-0.5f, 0.7f));
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+ polygonShape.Density = 1.0f; // Set shape density (kilograms per meter squared)
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+ polygonShape.Friction = 0.3f; // Set friction
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+ polygonShape.Restitution = 0.0f; // Set restitution (no bounce)
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+
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+ // Create a ConstraintDistance2D
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+ CreateFlag("ConstraintDistance2D", -4.97f, 3.0f); // Display Text3D flag
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+ Node boxDistanceNode = box.Clone(CreateMode.REPLICATED);
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+ Node ballDistanceNode = ball.Clone(CreateMode.REPLICATED);
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+ RigidBody2D ballDistanceBody = ballDistanceNode.GetComponent<RigidBody2D>();
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+ boxDistanceNode.Position = (new Vector3(-4.5f, 2.0f, 0.0f));
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+ ballDistanceNode.Position = (new Vector3(-3.0f, 2.0f, 0.0f));
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+
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+ ConstraintDistance2D constraintDistance = boxDistanceNode.CreateComponent<ConstraintDistance2D>(); // Apply ConstraintDistance2D to box
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+ constraintDistance.OtherBody = ballDistanceBody; // Constrain ball to box
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+ constraintDistance.OwnerBodyAnchor = boxDistanceNode.Position2D;
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+ constraintDistance.OtherBodyAnchor = ballDistanceNode.Position2D;
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+ // Make the constraint soft (comment to make it rigid, which is its basic behavior)
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+ constraintDistance.FrequencyHz = 4.0f;
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+ constraintDistance.DampingRatio = 0.5f;
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+
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+ // Create a ConstraintFriction2D ********** Not functional. From Box2d samples it seems that 2 anchors are required, Urho2D only provides 1, needs investigation ***********
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+ CreateFlag("ConstraintFriction2D", 0.03f, 1.0f); // Display Text3D flag
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+ Node boxFrictionNode = box.Clone(CreateMode.REPLICATED);
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+ Node ballFrictionNode = ball.Clone(CreateMode.REPLICATED);
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+ boxFrictionNode.Position = (new Vector3(0.5f, 0.0f, 0.0f));
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+ ballFrictionNode.Position = (new Vector3(1.5f, 0.0f, 0.0f));
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+
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+ ConstraintFriction2D constraintFriction = boxFrictionNode.CreateComponent<ConstraintFriction2D>(); // Apply ConstraintDistance2D to box
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+ constraintFriction.OtherBody = ballFrictionNode.GetComponent<RigidBody2D>(); // Constraint ball to box
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+
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+ // Create a ConstraintGear2D
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+ CreateFlag("ConstraintGear2D", -4.97f, -1.0f); // Display Text3D flag
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+ Node baseNode = box.Clone(CreateMode.REPLICATED);
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+ RigidBody2D tempBody = baseNode.GetComponent<RigidBody2D>(); // Get body to make it static
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+ tempBody.BodyType = BodyType2D.BT_STATIC;
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+ baseNode.Position = (new Vector3(-3.7f, -2.5f, 0.0f));
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|
|
+ Node ball1Node = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ ball1Node.Position = (new Vector3(-4.5f, -2.0f, 0.0f));
|
|
|
+ RigidBody2D ball1Body = ball1Node.GetComponent<RigidBody2D>();
|
|
|
+ Node ball2Node = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ ball2Node.Position = (new Vector3(-3.0f, -2.0f, 0.0f));
|
|
|
+ RigidBody2D ball2Body = ball2Node.GetComponent<RigidBody2D>();
|
|
|
+
|
|
|
+ ConstraintRevolute2D gear1 = baseNode.CreateComponent<ConstraintRevolute2D>(); // Apply constraint to baseBox
|
|
|
+ gear1.OtherBody = ball1Body; // Constrain ball1 to baseBox
|
|
|
+ gear1.Anchor = ball1Node.Position2D;
|
|
|
+ ConstraintRevolute2D gear2 = baseNode.CreateComponent<ConstraintRevolute2D>(); // Apply constraint to baseBox
|
|
|
+ gear2.OtherBody = ball2Body; // Constrain ball2 to baseBox
|
|
|
+ gear2.Anchor = ball2Node.Position2D;
|
|
|
+
|
|
|
+ ConstraintGear2D constraintGear = ball1Node.CreateComponent<ConstraintGear2D>(); // Apply constraint to ball1
|
|
|
+ constraintGear.OtherBody = ball2Body; // Constrain ball2 to ball1
|
|
|
+ constraintGear.OwnerConstraint = gear1;
|
|
|
+ constraintGear.OtherConstraint = gear2;
|
|
|
+ constraintGear.Ratio = 1.0f;
|
|
|
+
|
|
|
+ ball1Body.ApplyAngularImpulse(0.015f, true); // Animate
|
|
|
+
|
|
|
+ // Create a vehicle from a compound of 2 ConstraintWheel2Ds
|
|
|
+ CreateFlag("ConstraintWheel2Ds compound", -2.45f, -1.0f); // Display Text3D flag
|
|
|
+ Node car = box.Clone(CreateMode.REPLICATED);
|
|
|
+ car.Scale = new Vector3(4.0f, 1.0f, 0.0f);
|
|
|
+ car.Position = (new Vector3(-1.2f, -2.3f, 0.0f));
|
|
|
+ StaticSprite2D tempSprite = car.GetComponent<StaticSprite2D>(); // Get car Sprite in order to draw it on top
|
|
|
+ tempSprite.OrderInLayer = 0; // Draw car on top of the wheels (set to -1 to draw below)
|
|
|
+ Node ball1WheelNode = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ ball1WheelNode.Position = (new Vector3(-1.6f, -2.5f, 0.0f));
|
|
|
+ Node ball2WheelNode = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ ball2WheelNode.Position = (new Vector3(-0.8f, -2.5f, 0.0f));
|
|
|
+
|
|
|
+ ConstraintWheel2D wheel1 = car.CreateComponent<ConstraintWheel2D>();
|
|
|
+ wheel1.OtherBody = ball1WheelNode.GetComponent<RigidBody2D>();
|
|
|
+ wheel1.Anchor = ball1WheelNode.Position2D;
|
|
|
+ wheel1.Axis = new Vector2(0.0f, 1.0f);
|
|
|
+ wheel1.MaxMotorTorque = 20.0f;
|
|
|
+ wheel1.FrequencyHz = 4.0f;
|
|
|
+ wheel1.DampingRatio = 0.4f;
|
|
|
+
|
|
|
+ ConstraintWheel2D wheel2 = car.CreateComponent<ConstraintWheel2D>();
|
|
|
+ wheel2.OtherBody = ball2WheelNode.GetComponent<RigidBody2D>();
|
|
|
+ wheel2.Anchor = ball2WheelNode.Position2D;
|
|
|
+ wheel2.Axis = new Vector2(0.0f, 1.0f);
|
|
|
+ wheel2.MaxMotorTorque = 10.0f;
|
|
|
+ wheel2.FrequencyHz = 4.0f;
|
|
|
+ wheel2.DampingRatio = 0.4f;
|
|
|
+
|
|
|
+ // ConstraintMotor2D
|
|
|
+ CreateFlag("ConstraintMotor2D", 2.53f, -1.0f); // Display Text3D flag
|
|
|
+ Node boxMotorNode = box.Clone(CreateMode.REPLICATED);
|
|
|
+ tempBody = boxMotorNode.GetComponent<RigidBody2D>(); // Get body to make it static
|
|
|
+ tempBody.BodyType = BodyType2D.BT_STATIC;
|
|
|
+ Node ballMotorNode = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ boxMotorNode.Position = (new Vector3(3.8f, -2.1f, 0.0f));
|
|
|
+ ballMotorNode.Position = (new Vector3(3.8f, -1.5f, 0.0f));
|
|
|
+
|
|
|
+ ConstraintMotor2D constraintMotor = boxMotorNode.CreateComponent<ConstraintMotor2D>();
|
|
|
+ constraintMotor.OtherBody = ballMotorNode.GetComponent<RigidBody2D>(); // Constrain ball to box
|
|
|
+ constraintMotor.LinearOffset = new Vector2(0.0f, 0.8f); // Set ballNode position relative to boxNode position = (0,0)
|
|
|
+ constraintMotor.AngularOffset = 0.1f;
|
|
|
+ constraintMotor.MaxForce = 5.0f;
|
|
|
+ constraintMotor.MaxTorque = 10.0f;
|
|
|
+ constraintMotor.CorrectionFactor = 1.0f;
|
|
|
+ constraintMotor.CollideConnected = true; // doesn't work
|
|
|
+
|
|
|
+ // ConstraintMouse2D is demonstrated in HandleMouseButtonDown() function. It is used to "grasp" the sprites with the mouse.
|
|
|
+ CreateFlag("ConstraintMouse2D", 0.03f, -1.0f); // Display Text3D flag
|
|
|
+
|
|
|
+ // Create a ConstraintPrismatic2D
|
|
|
+ CreateFlag("ConstraintPrismatic2D", 2.53f, 3.0f); // Display Text3D flag
|
|
|
+ Node boxPrismaticNode = box.Clone(CreateMode.REPLICATED);
|
|
|
+ tempBody = boxPrismaticNode.GetComponent<RigidBody2D>(); // Get body to make it static
|
|
|
+ tempBody.BodyType = BodyType2D.BT_STATIC;
|
|
|
+ Node ballPrismaticNode = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ boxPrismaticNode.Position = new Vector3(3.3f, 2.5f, 0.0f);
|
|
|
+ ballPrismaticNode.Position = new Vector3(4.3f, 2.0f, 0.0f);
|
|
|
+
|
|
|
+ ConstraintPrismatic2D constraintPrismatic = boxPrismaticNode.CreateComponent<ConstraintPrismatic2D>();
|
|
|
+ constraintPrismatic.OtherBody = ballPrismaticNode.GetComponent<RigidBody2D>(); // Constrain ball to box
|
|
|
+ constraintPrismatic.Axis = new Vector2(1.0f, 1.0f); // Slide from [0,0] to [1,1]
|
|
|
+ constraintPrismatic.Anchor = new Vector2(4.0f, 2.0f);
|
|
|
+ constraintPrismatic.LowerTranslation = -1.0f;
|
|
|
+ constraintPrismatic.UpperTranslation = 0.5f;
|
|
|
+ constraintPrismatic.EnableLimit = true;
|
|
|
+ constraintPrismatic.MaxMotorForce = 1.0f;
|
|
|
+ constraintPrismatic.MotorSpeed = 0.0f;
|
|
|
+
|
|
|
+ // ConstraintPulley2D
|
|
|
+ CreateFlag("ConstraintPulley2D", 0.03f, 3.0f); // Display Text3D flag
|
|
|
+ Node boxPulleyNode = box.Clone(CreateMode.REPLICATED);
|
|
|
+ Node ballPulleyNode = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ boxPulleyNode.Position = (new Vector3(0.5f, 2.0f, 0.0f));
|
|
|
+ ballPulleyNode.Position = (new Vector3(2.0f, 2.0f, 0.0f));
|
|
|
+
|
|
|
+ ConstraintPulley2D constraintPulley = boxPulleyNode.CreateComponent<ConstraintPulley2D>(); // Apply constraint to box
|
|
|
+ constraintPulley.OtherBody = ballPulleyNode.GetComponent<RigidBody2D>(); // Constrain ball to box
|
|
|
+ constraintPulley.OwnerBodyAnchor = boxPulleyNode.Position2D;
|
|
|
+ constraintPulley.OtherBodyAnchor = ballPulleyNode.Position2D;
|
|
|
+ constraintPulley.OwnerBodyGroundAnchor = boxPulleyNode.Position2D + new Vector2(0.0f, 1.0f);
|
|
|
+ constraintPulley.OtherBodyGroundAnchor = ballPulleyNode.Position2D + new Vector2(0.0f, 1.0f);
|
|
|
+ constraintPulley.Ratio = 1.0f; // Weight ratio between ownerBody and otherBody
|
|
|
+
|
|
|
+ // Create a ConstraintRevolute2D
|
|
|
+ CreateFlag("ConstraintRevolute2D", -2.45f, 3.0f); // Display Text3D flag
|
|
|
+ Node boxRevoluteNode = box.Clone(CreateMode.REPLICATED);
|
|
|
+ tempBody = boxRevoluteNode.GetComponent<RigidBody2D>(); // Get body to make it static
|
|
|
+ tempBody.BodyType = BodyType2D.BT_STATIC;
|
|
|
+ Node ballRevoluteNode = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ boxRevoluteNode.Position = (new Vector3(-2.0f, 1.5f, 0.0f));
|
|
|
+ ballRevoluteNode.Position = (new Vector3(-1.0f, 2.0f, 0.0f));
|
|
|
+
|
|
|
+ ConstraintRevolute2D constraintRevolute = boxRevoluteNode.CreateComponent<ConstraintRevolute2D>(); // Apply constraint to box
|
|
|
+ constraintRevolute.OtherBody = ballRevoluteNode.GetComponent<RigidBody2D>(); // Constrain ball to box
|
|
|
+ constraintRevolute.Anchor = new Vector2(-1.0f, 1.5f);
|
|
|
+ constraintRevolute.LowerAngle = -1.0f; // In radians
|
|
|
+ constraintRevolute.UpperAngle = 0.5f; // In radians
|
|
|
+ constraintRevolute.EnableLimit = true;
|
|
|
+ constraintRevolute.MaxMotorTorque = 10.0f;
|
|
|
+ constraintRevolute.MotorSpeed = 0.0f;
|
|
|
+ constraintRevolute.EnableMotor = true;
|
|
|
+
|
|
|
+ // Create a ConstraintRope2D
|
|
|
+ CreateFlag("ConstraintRope2D", -4.97f, 1.0f); // Display Text3D flag
|
|
|
+ Node boxRopeNode = box.Clone(CreateMode.REPLICATED);
|
|
|
+ tempBody = boxRopeNode.GetComponent<RigidBody2D>();
|
|
|
+ tempBody.BodyType = BodyType2D.BT_STATIC;
|
|
|
+ Node ballRopeNode = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ boxRopeNode.Position = (new Vector3(-3.7f, 0.7f, 0.0f));
|
|
|
+ ballRopeNode.Position = (new Vector3(-4.5f, 0.0f, 0.0f));
|
|
|
+
|
|
|
+ ConstraintRope2D constraintRope = boxRopeNode.CreateComponent<ConstraintRope2D>();
|
|
|
+ constraintRope.OtherBody = ballRopeNode.GetComponent<RigidBody2D>(); // Constrain ball to box
|
|
|
+ constraintRope.OwnerBodyAnchor = new Vector2(0.0f, -0.5f); // Offset from box (OwnerBody) : the rope is rigid from OwnerBody center to this ownerBodyAnchor
|
|
|
+ constraintRope.MaxLength = 0.9f; // Rope length
|
|
|
+ constraintRope.CollideConnected = true;
|
|
|
+
|
|
|
+ // Create a ConstraintWeld2D
|
|
|
+ CreateFlag("ConstraintWeld2D", -2.45f, 1.0f); // Display Text3D flag
|
|
|
+ Node boxWeldNode = box.Clone(CreateMode.REPLICATED);
|
|
|
+ Node ballWeldNode = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ boxWeldNode.Position = (new Vector3(-0.5f, 0.0f, 0.0f));
|
|
|
+ ballWeldNode.Position = (new Vector3(-2.0f, 0.0f, 0.0f));
|
|
|
+
|
|
|
+ ConstraintWeld2D constraintWeld = boxWeldNode.CreateComponent<ConstraintWeld2D>();
|
|
|
+ constraintWeld.OtherBody = ballWeldNode.GetComponent<RigidBody2D>(); // Constrain ball to box
|
|
|
+ constraintWeld.Anchor = boxWeldNode.Position2D;
|
|
|
+ constraintWeld.FrequencyHz = 4.0f;
|
|
|
+ constraintWeld.DampingRatio = 0.5f;
|
|
|
+
|
|
|
+ // Create a ConstraintWheel2D
|
|
|
+ CreateFlag("ConstraintWheel2D", 2.53f, 1.0f); // Display Text3D flag
|
|
|
+ Node boxWheelNode = box.Clone(CreateMode.REPLICATED);
|
|
|
+ Node ballWheelNode = ball.Clone(CreateMode.REPLICATED);
|
|
|
+ boxWheelNode.Position = (new Vector3(3.8f, 0.0f, 0.0f));
|
|
|
+ ballWheelNode.Position = (new Vector3(3.8f, 0.9f, 0.0f));
|
|
|
+
|
|
|
+ ConstraintWheel2D constraintWheel = boxWheelNode.CreateComponent<ConstraintWheel2D>();
|
|
|
+ constraintWheel.OtherBody = ballWheelNode.GetComponent<RigidBody2D>(); // Constrain ball to box
|
|
|
+ constraintWheel.Anchor = ballWheelNode.Position2D;
|
|
|
+ constraintWheel.Axis = new Vector2(0.0f, 1.0f);
|
|
|
+ constraintWheel.EnableMotor = true;
|
|
|
+ constraintWheel.MaxMotorTorque = 1.0f;
|
|
|
+ constraintWheel.MotorSpeed = 0.0f;
|
|
|
+ constraintWheel.FrequencyHz = 4.0f;
|
|
|
+ constraintWheel.DampingRatio = 0.5f;
|
|
|
+ constraintWheel.CollideConnected = true; // doesn't work
|
|
|
+ }
|
|
|
+
|
|
|
+ void CreateFlag(string text, float x, float y) // Used to create Tex3D flags
|
|
|
+ {
|
|
|
+ /*
|
|
|
+ Node flagNode = scene.CreateChild("Flag");
|
|
|
+ flagNode.Position = (new Vector3(x, y, 0.0f));
|
|
|
+ Text3D flag3D = flagNode.CreateComponent<Text3D>(); // We use Text3D in order to make the text affected by zoom (so that it sticks to 2D)
|
|
|
+ flag3D.Text = text;
|
|
|
+ var cache = ResourceCache;
|
|
|
+ flag3D.SetFont(cache.GetFont("Fonts/Anonymous Pro.ttf"), 15);
|
|
|
+ */
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+}
|