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- //
- // 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 <Atomic/Core/CoreEvents.h>
- #include <Atomic/Engine/Engine.h>
- #include <Atomic/Graphics/Camera.h>
- #include <Atomic/Graphics/DebugRenderer.h>
- #include <Atomic/Graphics/Graphics.h>
- #include <Atomic/Graphics/Octree.h>
- #include <Atomic/Graphics/Renderer.h>
- #include <Atomic/Input/Input.h>
- #include <Atomic/UI/UI.h>
- #include <Atomic/Scene/Scene.h>
- #include <Atomic/Scene/SceneEvents.h>
- #include <Atomic/Atomic2D/CollisionBox2D.h>
- #include <Atomic/Atomic2D/CollisionEdge2D.h>
- #include <Atomic/Atomic2D/ConstraintRevolute2D.h>
- #include <Atomic/Atomic2D/ConstraintRope2D.h>
- #include <Atomic/Atomic2D/PhysicsWorld2D.h>
- #include <Atomic/Atomic2D/RigidBody2D.h>
- #include "PhysicsRope2D.h"
- #include <Atomic/DebugNew.h>
- 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<Octree>();
- scene_->CreateComponent<DebugRenderer>();
- // 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>();
- camera->SetOrthographic(true);
- Graphics* graphics = GetSubsystem<Graphics>();
- 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<PhysicsWorld2D>();
- physicsWorld->SetDrawJoint(true);
- // Create ground
- Node* groundNode = scene_->CreateChild("Ground");
- // Create 2D rigid body for gound
- RigidBody2D* groundBody = groundNode->CreateComponent<RigidBody2D>();
- // Create edge collider for ground
- CollisionEdge2D* groundShape = groundNode->CreateComponent<CollisionEdge2D>();
- 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<RigidBody2D>();
- body->SetBodyType(BT_DYNAMIC);
- // Create box
- CollisionBox2D* box = node->CreateComponent<CollisionBox2D>();
- // 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<ConstraintRevolute2D>();
- joint->SetOtherBody(prevBody);
- joint->SetAnchor(Vector2(float(i), y));
- joint->SetCollideConnected(false);
- prevBody = body;
- }
- ConstraintRope2D* constraintRope = groundNode->CreateComponent<ConstraintRope2D>();
- 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<Renderer>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void PhysicsRope2D::MoveCamera(float timeStep)
- {
- Input* input = GetSubsystem<Input>();
- // 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>();
- camera->SetZoom(camera->GetZoom() * 1.01f);
- }
- if (input->GetKeyDown(KEY_PAGEDOWN))
- {
- Camera* camera = cameraNode_->GetComponent<Camera>();
- 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<PhysicsWorld2D>();
- physicsWorld->DrawDebugGeometry();
- }
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