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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/Resource/ResourceCache.h>
- #include <Atomic/Scene/Scene.h>
- #include <Atomic/Scene/SceneEvents.h>
- #include <Atomic/Atomic2D/CollisionBox2D.h>
- #include <Atomic/Atomic2D/CollisionCircle2D.h>
- #include <Atomic/Atomic2D/Drawable2D.h>
- #include <Atomic/Atomic2D/PhysicsWorld2D.h>
- #include <Atomic/Atomic2D/RigidBody2D.h>
- #include <Atomic/Atomic2D/Sprite2D.h>
- #include <Atomic/Atomic2D/StaticSprite2D.h>
- #include "Physics2D.h"
- #include <Atomic/DebugNew.h>
- 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<Octree>();
- scene_->CreateComponent<DebugRenderer>();
- // 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>();
- camera->SetOrthographic(true);
- Graphics* graphics = GetSubsystem<Graphics>();
- 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<PhysicsWorld2D>();
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- Sprite2D* boxSprite = cache->GetResource<Sprite2D>("Urho2D/Box.png");
- Sprite2D* ballSprite = cache->GetResource<Sprite2D>("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<RigidBody2D>();
- StaticSprite2D* groundSprite = groundNode->CreateComponent<StaticSprite2D>();
- groundSprite->SetSprite(boxSprite);
- // Create box collider for ground
- CollisionBox2D* groundShape = groundNode->CreateComponent<CollisionBox2D>();
- // 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<RigidBody2D>();
- body->SetBodyType(BT_DYNAMIC);
- StaticSprite2D* staticSprite = node->CreateComponent<StaticSprite2D>();
- if (i % 2 == 0)
- {
- staticSprite->SetSprite(boxSprite);
- // Create box
- CollisionBox2D* box = node->CreateComponent<CollisionBox2D>();
- // 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<CollisionCircle2D>();
- // 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<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 Physics2D::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 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);
- }
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