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Adding 2D Constraints C# Feature Test

Josh Engebretson 9 years ago
parent
commit
c21846383f

+ 1 - 0
FeatureExamples/Resources/Scripts/19_VehicleDemo.cs

@@ -1,6 +1,7 @@
 //
 // Copyright (c) 2008-2015 the Urho3D project.
 // Copyright (c) 2015 Xamarin Inc
+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
 //
 // Permission is hereby granted, free of charge, to any person obtaining a copy
 // of this software and associated documentation files (the "Software"), to deal

+ 529 - 0
FeatureExamples/Resources/Scripts/32_2DConstraints.cs

@@ -0,0 +1,529 @@
+//
+// Copyright (c) 2008-2015 the Urho3D project.
+// Copyright (c) 2015 Xamarin Inc
+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+using System;
+using AtomicEngine;
+
+namespace FeatureExamples
+{
+    public class Constraints2DSample : Sample
+    {
+        Scene scene;
+        bool drawDebug;
+        Camera camera;
+        RigidBody2D dummyBody;
+        Node pickedNode;
+       
+        public Constraints2DSample() : base() { }
+
+        public override void Start()
+        {
+            base.Start();
+            CreateScene();
+            SimpleCreateInstructionsWithWasd(", Use PageUp PageDown to zoom.\n Space to toggle debug geometry and joints - F5 to save the scene.");
+            SetupViewport();
+            SubscribeToEvents();
+        }
+
+        void SubscribeToEvents()
+        {
+            SubscribeToEvent<PostRenderUpdateEvent>(e =>
+            {
+                // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
+                // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
+                // bones properly
+                if (drawDebug)
+                    scene.GetComponent<PhysicsWorld2D>().DrawDebugGeometry();
+            });
+
+            SubscribeToEvent<MouseButtonDownEvent>(HandleMouseButtonDown);
+
+            if (TouchEnabled)
+            {
+                SubscribeToEvent<TouchBeginEvent>(HandleTouchBegin3);
+            }
+        }
+
+        protected override void Update(float timeStep)
+        {
+            SimpleMoveCamera2D(timeStep);
+
+            var input = GetSubsystem<Input>();
+
+            if (input.GetKeyDown(Constants.KEY_PAGEUP))
+                camera.Zoom = (camera.Zoom * 1.01f);
+
+            if (input.GetKeyDown(Constants.KEY_PAGEDOWN))
+                camera.Zoom = (camera.Zoom * 0.99f);
+
+            // Toggle physics debug geometry with space
+            if (input.GetKeyPress(Constants.KEY_SPACE))
+                drawDebug = !drawDebug;
+
+            // Save scene
+            if (input.GetKeyPress(Constants.KEY_F5))
+            {
+                // scene.SaveXml(FileSystem.ProgramDir + "Data/Scenes/Constraints.xml", "\t");
+            }
+        }
+
+        void HandleTouchBegin3(TouchBeginEvent args)
+        {
+            var graphics = GetSubsystem<Graphics>();
+            PhysicsWorld2D physicsWorld = scene.GetComponent<PhysicsWorld2D>();
+            RigidBody2D rigidBody = physicsWorld.GetRigidBody(new Vector2(args.X, args.Y), uint.MaxValue); // Raycast for RigidBody2Ds to pick
+            if (rigidBody != null)
+            {
+                pickedNode = rigidBody.Node;
+                StaticSprite2D staticSprite = pickedNode.GetComponent<StaticSprite2D>();
+                staticSprite.Color = (new Color(1.0f, 0.0f, 0.0f, 1.0f)); // Temporary modify color of the picked sprite
+                rigidBody = pickedNode.GetComponent<RigidBody2D>();
+
+                // Create a ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with touch
+                ConstraintMouse2D constraintMouse = pickedNode.CreateComponent<ConstraintMouse2D>();
+                Vector3 pos = camera.ScreenToWorldPoint(new Vector3((float)args.X / graphics.Width, (float)args.Y / graphics.Height, 0.0f));
+                constraintMouse.Target = new Vector2(pos.X, pos.Y);
+                constraintMouse.MaxForce = 1000 * rigidBody.Mass;
+                constraintMouse.CollideConnected = true;
+                constraintMouse.OtherBody = dummyBody;  // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
+                constraintMouse.DampingRatio = 0;
+            }
+
+            SubscribeToEvent<TouchMoveEvent>(HandleTouchMove3);
+            SubscribeToEvent<TouchEndEvent>(HandleTouchEnd3);
+        }
+
+        void HandleTouchEnd3(TouchEndEvent args)
+        {
+            if (pickedNode != null)
+            {
+                StaticSprite2D staticSprite = pickedNode.GetComponent<StaticSprite2D>();
+                staticSprite.Color = (new Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color
+                pickedNode.RemoveComponent<ConstraintMouse2D>(); // Remove temporary constraint
+                pickedNode = null;
+            }
+
+            UnsubscribeFromEvent<TouchMoveEvent>();
+            UnsubscribeFromEvent<TouchEndEvent>();
+
+        }
+
+        void HandleTouchMove3(TouchMoveEvent args)
+        {
+            if (pickedNode != null)
+            {
+                var graphics = GetSubsystem<Graphics>();
+                ConstraintMouse2D constraintMouse = pickedNode.GetComponent<ConstraintMouse2D>();
+                Vector3 pos = camera.ScreenToWorldPoint(new Vector3((float)args.X / graphics.Width, (float)args.Y / graphics.Height, 0.0f));
+                constraintMouse.Target = new Vector2(pos.X, pos.Y);
+            }
+        }
+
+        void HandleMouseButtonDown(MouseButtonDownEvent args)
+        {
+            Input input = GetSubsystem<Input>();
+            PhysicsWorld2D physicsWorld = scene.GetComponent<PhysicsWorld2D>();
+            RigidBody2D rigidBody = physicsWorld.GetRigidBody(input.MousePosition.X, input.MousePosition.Y, uint.MaxValue); // Raycast for RigidBody2Ds to pick
+            if (rigidBody != null)
+            {
+                pickedNode = rigidBody.Node;
+                //log.Info(pickedNode.name);
+                StaticSprite2D staticSprite = pickedNode.GetComponent<StaticSprite2D>();
+                staticSprite.Color = (new Color(1.0f, 0.0f, 0.0f, 1.0f)); // Temporary modify color of the picked sprite
+
+                // Create a ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with the mouse
+                ConstraintMouse2D constraintMouse = pickedNode.CreateComponent<ConstraintMouse2D>();
+                constraintMouse.Target = GetMousePositionXY();
+                constraintMouse.MaxForce = 1000 * rigidBody.Mass;
+                constraintMouse.CollideConnected = true;
+                constraintMouse.OtherBody = dummyBody;  // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
+                constraintMouse.DampingRatio = 0.0f;
+            }
+
+            SubscribeToEvent<MouseMoveEvent>(HandleMouseMove);
+            SubscribeToEvent<MouseButtonUpEvent>(HandleMouseButtonUp);
+        }
+
+        Vector2 GetMousePositionXY()
+        {
+            Input input = GetSubsystem<Input>();
+            var graphics = GetSubsystem<Graphics>();
+            Vector3 screenPoint = new Vector3((float)input.MousePosition.X / graphics.Width, (float)input.MousePosition.Y / graphics.Height, 0.0f);
+            Vector3 worldPoint = camera.ScreenToWorldPoint(screenPoint);
+            return new Vector2(worldPoint.X, worldPoint.Y);
+        }
+
+
+        void HandleMouseMove(MouseMoveEvent args)
+        {
+            if (pickedNode != null)
+            {
+                ConstraintMouse2D constraintMouse = pickedNode.GetComponent<ConstraintMouse2D>();
+                constraintMouse.Target = GetMousePositionXY();
+            }
+
+        }
+
+        void HandleMouseButtonUp(MouseButtonUpEvent args)
+        {
+            if (pickedNode != null)
+            {
+                StaticSprite2D staticSprite = pickedNode.GetComponent<StaticSprite2D>();
+                staticSprite.Color = (new Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color
+                pickedNode.RemoveComponent<ConstraintMouse2D>();
+                pickedNode = null;
+            }
+
+            UnsubscribeFromEvent<MouseMoveEvent>();
+            UnsubscribeFromEvent<MouseButtonUpEvent>();
+
+        }
+
+        void SetupViewport()
+        {
+            var renderer = GetSubsystem<Renderer>();
+            renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
+        }
+
+        void CreateScene()
+        {
+            scene = new Scene();
+            scene.CreateComponent<Octree>();
+            scene.CreateComponent<DebugRenderer>();
+            PhysicsWorld2D physicsWorld = scene.CreateComponent<PhysicsWorld2D>(); // Create 2D physics world component
+            physicsWorld.DrawJoint = true; // Display the joints (Note that DrawDebugGeometry() must be set to true to acually draw the joints)
+            drawDebug = true; // Set DrawDebugGeometry() to true
+
+            // Create camera
+            CameraNode = scene.CreateChild("Camera");
+            // Set camera's position
+            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)
+
+            camera = CameraNode.CreateComponent<Camera>();
+            camera.Orthographic = true;
+
+            var graphics = GetSubsystem<Graphics>();
+
+            camera.OrthoSize = (float)graphics.Height * PixelSize;
+            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)
+
+            // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+            Viewport viewport = new Viewport(scene, camera);
+            Renderer renderer = GetSubsystem<Renderer>();
+            renderer.SetViewport(0, viewport);
+
+            Zone zone = renderer.DefaultZone;
+            zone.FogColor = (new Color(0.1f, 0.1f, 0.1f)); // Set background color for the scene
+
+            // Create 4x3 grid
+            for (uint i = 0; i < 5; ++i)
+            {
+                Node edgeNode = scene.CreateChild("VerticalEdge");
+                RigidBody2D edgeBody = edgeNode.CreateComponent<RigidBody2D>();
+                if (dummyBody == null)
+                    dummyBody = edgeBody; // Mark first edge as dummy body (used by mouse pick)
+                CollisionEdge2D edgeShape = edgeNode.CreateComponent<CollisionEdge2D>();
+                edgeShape.SetVertices(new Vector2(i * 2.5f - 5.0f, -3.0f), new Vector2(i * 2.5f - 5.0f, 3.0f));
+                edgeShape.Friction = 0.5f; // Set friction
+            }
+
+            for (uint j = 0; j < 4; ++j)
+            {
+                Node edgeNode = scene.CreateChild("HorizontalEdge");
+                /*RigidBody2D edgeBody = */
+                edgeNode.CreateComponent<RigidBody2D>();
+                CollisionEdge2D edgeShape = edgeNode.CreateComponent<CollisionEdge2D>();
+                edgeShape.SetVertices(new Vector2(-5.0f, j * 2.0f - 3.0f), new Vector2(5.0f, j * 2.0f - 3.0f));
+                edgeShape.Friction = 0.5f; // Set friction
+            }
+
+            var cache = GetSubsystem<ResourceCache>();
+
+            // Create a box (will be cloned later)
+            Node box = scene.CreateChild("Box");
+            box.Position = (new Vector3(0.8f, -2.0f, 0.0f));
+            StaticSprite2D boxSprite = box.CreateComponent<StaticSprite2D>();
+            boxSprite.Sprite = cache.Get<Sprite2D>("Urho2D/Box.png");
+            RigidBody2D boxBody = box.CreateComponent<RigidBody2D>();
+            boxBody.BodyType = BodyType2D.BT_DYNAMIC;
+            boxBody.LinearDamping = 0.0f;
+            boxBody.AngularDamping = 0.0f;
+            CollisionBox2D shape = box.CreateComponent<CollisionBox2D>(); // Create box shape
+            shape.Size = new Vector2(0.32f, 0.32f); // Set size
+            shape.Density = 1.0f; // Set shape density (kilograms per meter squared)
+            shape.Friction = 0.5f; // Set friction
+            shape.Restitution = 0.1f; // Set restitution (slight bounce)
+
+            // Create a ball (will be cloned later)
+            Node ball = scene.CreateChild("Ball");
+            ball.Position = (new Vector3(1.8f, -2.0f, 0.0f));
+            StaticSprite2D ballSprite = ball.CreateComponent<StaticSprite2D>();
+            ballSprite.Sprite = cache.Get<Sprite2D>("Urho2D/Ball.png");
+            RigidBody2D ballBody = ball.CreateComponent<RigidBody2D>();
+            ballBody.BodyType = BodyType2D.BT_DYNAMIC;
+            ballBody.LinearDamping = 0.0f;
+            ballBody.AngularDamping = 0.0f;
+            CollisionCircle2D ballShape = ball.CreateComponent<CollisionCircle2D>(); // Create circle shape
+            ballShape.Radius = 0.16f; // Set radius
+            ballShape.Density = 1.0f; // Set shape density (kilograms per meter squared)
+            ballShape.Friction = 0.5f; // Set friction
+            ballShape.Restitution = 0.6f; // Set restitution: make it bounce
+
+            // Create a polygon
+            Node polygon = scene.CreateChild("Polygon");
+            polygon.Position = (new Vector3(1.6f, -2.0f, 0.0f));
+            polygon.SetScale(0.7f);
+            StaticSprite2D polygonSprite = polygon.CreateComponent<StaticSprite2D>();
+            polygonSprite.Sprite = cache.Get<Sprite2D>("Urho2D/Aster.png");
+            RigidBody2D polygonBody = polygon.CreateComponent<RigidBody2D>();
+            polygonBody.BodyType = BodyType2D.BT_DYNAMIC;
+            CollisionPolygon2D polygonShape = polygon.CreateComponent<CollisionPolygon2D>();
+            polygonShape.VertexCount = 6; // Set number of vertices (mandatory when using SetVertex())
+            polygonShape.SetVertex(0, new Vector2(-0.8f, -0.3f));
+            polygonShape.SetVertex(1, new Vector2(0.5f, -0.8f));
+            polygonShape.SetVertex(2, new Vector2(0.8f, -0.3f));
+            polygonShape.SetVertex(3, new Vector2(0.8f, 0.5f));
+            polygonShape.SetVertex(4, new Vector2(0.5f, 0.9f));
+            polygonShape.SetVertex(5, new Vector2(-0.5f, 0.7f));
+            polygonShape.Density = 1.0f; // Set shape density (kilograms per meter squared)
+            polygonShape.Friction = 0.3f; // Set friction
+            polygonShape.Restitution = 0.0f; // Set restitution (no bounce)
+
+            // Create a ConstraintDistance2D
+            CreateFlag("ConstraintDistance2D", -4.97f, 3.0f); // Display Text3D flag
+            Node boxDistanceNode = box.Clone(CreateMode.REPLICATED);
+            Node ballDistanceNode = ball.Clone(CreateMode.REPLICATED);
+            RigidBody2D ballDistanceBody = ballDistanceNode.GetComponent<RigidBody2D>();
+            boxDistanceNode.Position = (new Vector3(-4.5f, 2.0f, 0.0f));
+            ballDistanceNode.Position = (new Vector3(-3.0f, 2.0f, 0.0f));
+
+            ConstraintDistance2D constraintDistance = boxDistanceNode.CreateComponent<ConstraintDistance2D>(); // Apply ConstraintDistance2D to box
+            constraintDistance.OtherBody = ballDistanceBody; // Constrain ball to box
+            constraintDistance.OwnerBodyAnchor = boxDistanceNode.Position2D;
+            constraintDistance.OtherBodyAnchor = ballDistanceNode.Position2D;
+            // Make the constraint soft (comment to make it rigid, which is its basic behavior)
+            constraintDistance.FrequencyHz = 4.0f;
+            constraintDistance.DampingRatio = 0.5f;
+
+            // Create a ConstraintFriction2D ********** Not functional. From Box2d samples it seems that 2 anchors are required, Urho2D only provides 1, needs investigation ***********
+            CreateFlag("ConstraintFriction2D", 0.03f, 1.0f); // Display Text3D flag
+            Node boxFrictionNode = box.Clone(CreateMode.REPLICATED);
+            Node ballFrictionNode = ball.Clone(CreateMode.REPLICATED);
+            boxFrictionNode.Position = (new Vector3(0.5f, 0.0f, 0.0f));
+            ballFrictionNode.Position = (new Vector3(1.5f, 0.0f, 0.0f));
+
+            ConstraintFriction2D constraintFriction = boxFrictionNode.CreateComponent<ConstraintFriction2D>(); // Apply ConstraintDistance2D to box
+            constraintFriction.OtherBody = ballFrictionNode.GetComponent<RigidBody2D>(); // Constraint ball to box
+
+            // Create a ConstraintGear2D
+            CreateFlag("ConstraintGear2D", -4.97f, -1.0f); // Display Text3D flag
+            Node baseNode = box.Clone(CreateMode.REPLICATED);
+            RigidBody2D tempBody = baseNode.GetComponent<RigidBody2D>(); // Get body to make it static
+            tempBody.BodyType = BodyType2D.BT_STATIC;
+            baseNode.Position = (new Vector3(-3.7f, -2.5f, 0.0f));
+            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);
+            */
+        }
+        
+    }
+}

+ 5 - 0
FeatureExamples/Resources/Scripts/32_2DConstraints.cs.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "df9e84d7c54a538d5d027ff1dec7146e",
+	"CSharpImporter": null
+}