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+// Urho2D physics rope sample.
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+// This sample demonstrates.
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+// - Create revolute constraint
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+// - Create roop constraint
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+// - Displaying physics debug geometry
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+
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+#include "Scripts/Utilities/Sample.as"
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+
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+Scene@ scene_;
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+Node@ cameraNode;
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+
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+void Start()
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+{
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+ // Execute the common startup for samples
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+ SampleStart();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateInstructions();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Hook up to the frame update events
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+ SubscribeToEvents();
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+}
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+
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+void CreateScene()
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+{
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+ scene_ = Scene();
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+
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+ // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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+ // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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+ // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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+ // optimizing manner
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+ scene_.CreateComponent("Octree");
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+ scene_.CreateComponent("DebugRenderer");
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+
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+ // Create a scene node for the camera, which we will move around
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+ // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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+ cameraNode = scene_.CreateChild("Camera");
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+ // Set an initial position for the camera scene node above the plane
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+ cameraNode.position = Vector3(0.0f, 5.0f, -10.0f);
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+
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+ Camera@ camera = cameraNode.CreateComponent("Camera");
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+ camera.orthographic = true;
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+
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+ uint width = graphics.width;
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+ uint height = graphics.height;
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+ camera.SetOrthoSize(Vector2(width, height) * 0.05f);
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+
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+ // Create 2D physics world component
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+ PhysicsWorld2D@ physicsWorld = scene_.CreateComponent("PhysicsWorld2D");
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+ physicsWorld.drawJoint = true;
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+
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+ // Create ground.
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+ Node@ groundNode = scene_.CreateChild("Ground");
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+ // Create 2D rigid body for gound
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+ RigidBody2D@ groundBody = groundNode.CreateComponent("RigidBody2D");
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+ // Create edge collider for ground
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+ CollisionEdge2D@ groundShape = groundNode.CreateComponent("CollisionEdge2D");
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+ groundShape.SetVertices(Vector2(-40.0f, 0.0f), Vector2(40.0f, 0.0f));
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+
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+ const float y = 15.0f;
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+ RigidBody2D@ prevBody = groundBody;
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+
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+ const uint NUM_OBJECTS = 10;
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+ for (uint i = 0; i < NUM_OBJECTS; ++i)
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+ {
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+ Node@ node = scene_.CreateChild("RigidBody");
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+ // Create rigid body
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+ RigidBody2D@ body = node.CreateComponent("RigidBody2D");
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+ body.bodyType = BT_DYNAMIC;
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+
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+ // Create box
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+ CollisionBox2D@ box = node.CreateComponent("CollisionBox2D");
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+ // Set friction
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+ box.friction = 0.2f;
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+ // Set mask bits.
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+ box.maskBits = 0xFFFF & ~0x0002;
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+
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+ if (i == NUM_OBJECTS - 1)
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+ {
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+ node.position = Vector3(1.0f * i, y, 0.0f);
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+ body.angularDamping = 0.4f;
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+ box.SetSize(3.0f, 3.0f);
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+ box.density = 100.0f;
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+ box.categoryBits = 0x0002;
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+ }
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+ else
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+ {
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+ node.position = Vector3(0.5f + 1.0f * i, y, 0.0f);
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+ box.SetSize(1.0f, 0.25f);
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+ box.density = 20.0f;
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+ box.categoryBits = 0x0001;
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+ }
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+
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+ ConstraintRevolute2D@ joint = node.CreateComponent("ConstraintRevolute2D");
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+ joint.otherBody = prevBody;
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+ joint.anchorPoint = Vector2(i, y);
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+ joint.collideConnected = false;
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+
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+ prevBody = body;
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+ }
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+
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+ ConstraintRope2D@ constraintRope = groundNode.CreateComponent("ConstraintRope2D");
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+ constraintRope.otherBody = prevBody;
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+ constraintRope.ownerBodyAnchor = Vector2(0.0f, y);
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+ constraintRope.maxLength = NUM_OBJECTS - 1.0f + 0.01f;
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+}
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+
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+void CreateInstructions()
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+{
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+ // Construct new Text object, set string to display and font to use
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+ Text@ instructionText = ui.root.CreateChild("Text");
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+ instructionText.text = "Use WASD keys and mouse to move, Use PageUp PageDown to zoom.";
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+ instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
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+
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+ // Position the text relative to the screen center
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+ instructionText.horizontalAlignment = HA_CENTER;
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+ instructionText.verticalAlignment = VA_CENTER;
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+ instructionText.SetPosition(0, ui.root.height / 4);
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+}
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+
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+void SetupViewport()
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+{
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
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+ // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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+ // use, but now we just use full screen and default render path configured in the engine command line options
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+ Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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+ renderer.viewports[0] = viewport;
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+}
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+
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+void MoveCamera(float timeStep)
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+{
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+ // Do not move if the UI has a focused element (the console)
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+ if (ui.focusElement !is null)
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+ return;
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 4.0f;
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+
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+ // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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+ // Use the TranslateRelative() function to move relative to the node's orientation. Alternatively we could
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+ // multiply the desired direction with the node's orientation quaternion, and use just Translate()
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+ if (input.keyDown['W'])
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+ cameraNode.TranslateRelative(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['S'])
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+ cameraNode.TranslateRelative(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['A'])
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+ cameraNode.TranslateRelative(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['D'])
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+ cameraNode.TranslateRelative(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+
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+ if (input.keyDown[KEY_PAGEUP])
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+ {
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+ Camera@ camera = cameraNode.GetComponent("Camera");
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+ camera.zoom = camera.zoom * 1.01f;
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+ }
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+
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+ if (input.keyDown[KEY_PAGEDOWN])
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+ {
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+ Camera@ camera = cameraNode.GetComponent("Camera");
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+ camera.zoom = camera.zoom * 0.99f;
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+ }
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+}
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+
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+void SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent("Update", "HandleUpdate");
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+}
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+
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+void HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData["TimeStep"].GetFloat();
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+
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+ // Move the camera, scale movement with time step
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+ MoveCamera(timeStep);
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+
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+ PhysicsWorld2D@ physicsWorld = scene_.GetComponent("PhysicsWorld2D");
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+ physicsWorld.DrawDebugGeometry();
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+}
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+
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