| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529 |
- //
- // 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);
- */
- }
-
- }
- }
|