// // 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 "PhysicsRope2D.h" #include static const unsigned NUM_OBJECTS = 10; PhysicsRope2D::PhysicsRope2D(Context* context) : Sample(context) { } void PhysicsRope2D::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 PhysicsRope2D::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, 5.0f, -10.0f)); Camera* camera = cameraNode_->CreateComponent(); camera->SetOrthographic(true); Graphics* graphics = GetSubsystem(); camera->SetOrthoSize((float)graphics->GetHeight() * 0.05f); camera->SetZoom(1.5f * Min((float)graphics->GetWidth() / 1280.0f, (float)graphics->GetHeight() / 800.0f)); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.5) is set for full visibility at 1280x800 resolution) // Create 2D physics world component PhysicsWorld2D* physicsWorld = scene_->CreateComponent(); physicsWorld->SetDrawJoint(true); // Create ground Node* groundNode = scene_->CreateChild("Ground"); // Create 2D rigid body for gound RigidBody2D* groundBody = groundNode->CreateComponent(); // Create edge collider for ground CollisionEdge2D* groundShape = groundNode->CreateComponent(); groundShape->SetVertices(Vector2(-40.0f, 0.0f), Vector2(40.0f, 0.0f)); const float y = 15.0f; RigidBody2D* prevBody = groundBody; for (unsigned i = 0; i < NUM_OBJECTS; ++i) { Node* node = scene_->CreateChild("RigidBody"); // Create rigid body RigidBody2D* body = node->CreateComponent(); body->SetBodyType(BT_DYNAMIC); // Create box CollisionBox2D* box = node->CreateComponent(); // Set friction box->SetFriction(0.2f); // Set mask bits. box->SetMaskBits(0xFFFF & ~0x0002); if (i == NUM_OBJECTS - 1) { node->SetPosition(Vector3(1.0f * i, y, 0.0f)); body->SetAngularDamping(0.4f); box->SetSize(3.0f, 3.0f); box->SetDensity(100.0f); box->SetCategoryBits(0x0002); } else { node->SetPosition(Vector3(0.5f + 1.0f * i, y, 0.0f)); box->SetSize(1.0f, 0.25f); box->SetDensity(20.0f); box->SetCategoryBits(0x0001); } ConstraintRevolute2D* joint = node->CreateComponent(); joint->SetOtherBody(prevBody); joint->SetAnchor(Vector2(float(i), y)); joint->SetCollideConnected(false); prevBody = body; } ConstraintRope2D* constraintRope = groundNode->CreateComponent(); constraintRope->SetOtherBody(prevBody); constraintRope->SetOwnerBodyAnchor(Vector2(0.0f, y)); constraintRope->SetMaxLength(NUM_OBJECTS - 1.0f + 0.01f); } void PhysicsRope2D::CreateInstructions() { SimpleCreateInstructions("Use WASD keys and mouse/touch to move, Use PageUp PageDown to zoom."); } void PhysicsRope2D::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 PhysicsRope2D::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 PhysicsRope2D::SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(PhysicsRope2D, HandleUpdate)); // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample UnsubscribeFromEvent(E_SCENEUPDATE); } void PhysicsRope2D::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); PhysicsWorld2D* physicsWorld = scene_->GetComponent(); physicsWorld->DrawDebugGeometry(); }