// // Copyright (c) 2008-2016 the Urho3D project. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // 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. // #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "Physics2D.h" #include static const unsigned NUM_OBJECTS = 100; Physics2D::Physics2D(Context* context) : Sample(context) { } void Physics2D::Start() { // Execute base class startup Sample::Start(); // Create the scene content CreateScene(); // Create the UI content CreateInstructions(); // Setup the viewport for displaying the scene SetupViewport(); // Hook up to the frame update events SubscribeToEvents(); // Set the mouse mode to use in the sample Sample::InitMouseMode(MM_FREE); } void Physics2D::CreateScene() { scene_ = new Scene(context_); scene_->CreateComponent(); scene_->CreateComponent(); // Create camera node cameraNode_ = scene_->CreateChild("Camera"); // Set camera's position cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f)); Camera* camera = cameraNode_->CreateComponent(); camera->SetOrthographic(true); Graphics* graphics = GetSubsystem(); camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE); camera->SetZoom(1.2f * Min((float)graphics->GetWidth() / 1280.0f, (float)graphics->GetHeight() / 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) // Create 2D physics world component /*PhysicsWorld2D* physicsWorld = */scene_->CreateComponent(); ResourceCache* cache = GetSubsystem(); Sprite2D* boxSprite = cache->GetResource("Urho2D/Box.png"); Sprite2D* ballSprite = cache->GetResource("Urho2D/Ball.png"); // Create ground. Node* groundNode = scene_->CreateChild("Ground"); groundNode->SetPosition(Vector3(0.0f, -3.0f, 0.0f)); groundNode->SetScale(Vector3(200.0f, 1.0f, 0.0f)); // Create 2D rigid body for gound /*RigidBody2D* groundBody = */groundNode->CreateComponent(); StaticSprite2D* groundSprite = groundNode->CreateComponent(); groundSprite->SetSprite(boxSprite); // Create box collider for ground CollisionBox2D* groundShape = groundNode->CreateComponent(); // Set box size groundShape->SetSize(Vector2(0.32f, 0.32f)); // Set friction groundShape->SetFriction(0.5f); for (unsigned i = 0; i < NUM_OBJECTS; ++i) { Node* node = scene_->CreateChild("RigidBody"); node->SetPosition(Vector3(Random(-0.1f, 0.1f), 5.0f + i * 0.4f, 0.0f)); // Create rigid body RigidBody2D* body = node->CreateComponent(); body->SetBodyType(BT_DYNAMIC); StaticSprite2D* staticSprite = node->CreateComponent(); if (i % 2 == 0) { staticSprite->SetSprite(boxSprite); // Create box CollisionBox2D* box = node->CreateComponent(); // Set size box->SetSize(Vector2(0.32f, 0.32f)); // Set density box->SetDensity(1.0f); // Set friction box->SetFriction(0.5f); // Set restitution box->SetRestitution(0.1f); } else { staticSprite->SetSprite(ballSprite); // Create circle CollisionCircle2D* circle = node->CreateComponent(); // Set radius circle->SetRadius(0.16f); // Set density circle->SetDensity(1.0f); // Set friction. circle->SetFriction(0.5f); // Set restitution circle->SetRestitution(0.1f); } } } void Physics2D::CreateInstructions() { SimpleCreateInstructions("Use WASD keys to move, use PageUp PageDown keys to zoom."); } void Physics2D::SetupViewport() { Renderer* renderer = GetSubsystem(); // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen SharedPtr viewport(new Viewport(context_, scene_, cameraNode_->GetComponent())); renderer->SetViewport(0, viewport); } void Physics2D::MoveCamera(float timeStep) { Input* input = GetSubsystem(); // Movement speed as world units per second const float MOVE_SPEED = 4.0f; // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed if (input->GetKeyDown(KEY_W)) cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_S)) cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_A)) cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_D)) cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_PAGEUP)) { Camera* camera = cameraNode_->GetComponent(); camera->SetZoom(camera->GetZoom() * 1.01f); } if (input->GetKeyDown(KEY_PAGEDOWN)) { Camera* camera = cameraNode_->GetComponent(); camera->SetZoom(camera->GetZoom() * 0.99f); } } void Physics2D::SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(Physics2D, HandleUpdate)); // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample UnsubscribeFromEvent(E_SCENEUPDATE); } void Physics2D::HandleUpdate(StringHash eventType, VariantMap& eventData) { using namespace Update; // Take the frame time step, which is stored as a float float timeStep = eventData[P_TIMESTEP].GetFloat(); // Move the camera, scale movement with time step MoveCamera(timeStep); }