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+//
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+// Copyright (c) 2008-2014 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "Camera.h"
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+#include "CollisionBox2D.h"
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+#include "CollisionCircle2D.h"
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+#include "CollisionEdge2D.h"
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+#include "CollisionPolygon2D.h"
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+#include "ConstraintDistance2D.h"
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+#include "ConstraintFriction2D.h"
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+#include "ConstraintGear2D.h"
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+#include "ConstraintMotor2D.h"
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+#include "ConstraintMouse2D.h"
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+#include "ConstraintPrismatic2D.h"
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+#include "ConstraintPulley2D.h"
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+#include "ConstraintRevolute2D.h"
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+#include "ConstraintRope2D.h"
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+#include "ConstraintWeld2D.h"
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+#include "ConstraintWheel2D.h"
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+#include "CoreEvents.h"
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+#include "DebugNew.h"
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+#include "DebugRenderer.h"
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+#include "Drawable2D.h"
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+#include "Engine.h"
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+#include "FileSystem.h"
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+#include "Font.h"
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+#include "Graphics.h"
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+#include "Input.h"
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+#include "Octree.h"
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+#include "PhysicsWorld2D.h"
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+#include "Renderer.h"
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+#include "ResourceCache.h"
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+#include "RigidBody2D.h"
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+#include "Scene.h"
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+#include "SceneEvents.h"
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+#include "Sprite2D.h"
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+#include "StaticSprite2D.h"
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+#include "Text.h"
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+#include "Text3D.h"
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+#include "Urho2DConstraints.h"
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+#include "Vector.h"
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+#include "Zone.h"
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+
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+DEFINE_APPLICATION_MAIN(Urho2DConstraints)
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+
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+Node* pickedNode;
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+RigidBody2D* dummyBody;
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+
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+Urho2DConstraints::Urho2DConstraints(Context* context) :
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+ Sample(context)
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+{
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+}
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+
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+void Urho2DConstraints::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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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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+ // Enable OS cursor
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+ GetSubsystem<Input>()->SetMouseVisible(true);
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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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+ // 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 Urho2DConstraints::CreateScene()
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+{
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+ scene_ = new Scene(context_);
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+ scene_->CreateComponent<Octree>();
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+ scene_->CreateComponent<DebugRenderer>();
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+ PhysicsWorld2D* physicsWorld = scene_->CreateComponent<PhysicsWorld2D>(); // Create 2D physics world component
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+ physicsWorld->SetDrawJoint(true); // Display the joints (Note that DrawDebugGeometry() must be set to true to acually draw the joints)
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+ drawDebug_ = true; // Set DrawDebugGeometry() to true
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+
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+ // Create camera
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+ cameraNode_ = scene_->CreateChild("Camera");
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+ // Set camera's position
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+ cameraNode_->SetPosition(Vector3(0.0f, 0.0f, 0.0f)); // Note that Z setting is discarded; use camera.zoom instead (see MoveCamera() below for example)
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+
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+ camera_ = cameraNode_->CreateComponent<Camera>();
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+ camera_->SetOrthographic(true);
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+
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+ Graphics* graphics = GetSubsystem<Graphics>();
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+ camera_->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
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+ camera_->SetZoom(1.2f);
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+
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ SharedPtr<Viewport> viewport(new Viewport(context_, scene_, camera_));
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+ Renderer* renderer = GetSubsystem<Renderer>();
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+ renderer->SetViewport(0, viewport);
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+
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+ Zone* zone = renderer->GetDefaultZone();
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+ zone->SetFogColor(Color(0.1f, 0.1f, 0.1f)); // Set background color for the scene
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+
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+ // Create 4x3 grid
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+ for (unsigned i = 0; i<5; ++i)
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+ {
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+ Node* edgeNode = scene_->CreateChild("VerticalEdge");
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+ RigidBody2D* edgeBody = edgeNode->CreateComponent<RigidBody2D>();
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+ if (!dummyBody)
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+ dummyBody = edgeBody; // Mark first edge as dummy body (used by mouse pick)
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+ CollisionEdge2D* edgeShape = edgeNode->CreateComponent<CollisionEdge2D>();
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+ edgeShape->SetVertices(Vector2(i*2.5f -5.0f, -3.0f), Vector2(i*2.5f -5.0f, 3.0f));
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+ edgeShape->SetFriction(0.5f); // Set friction
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+ }
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+
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+ for (unsigned j = 0; j<4; ++j)
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+ {
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+ Node* edgeNode = scene_->CreateChild("HorizontalEdge");
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+ RigidBody2D* edgeBody = edgeNode->CreateComponent<RigidBody2D>();
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+ CollisionEdge2D* edgeShape = edgeNode->CreateComponent<CollisionEdge2D>();
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+ edgeShape->SetVertices(Vector2(-5.0f, j*2.0f -3.0f), Vector2(5.0f, j*2.0f -3.0f));
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+ edgeShape->SetFriction(0.5f); // Set friction
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+ }
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+
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ // Create a box (will be cloned later)
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+ Node* box = scene_->CreateChild("Box");
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+ box->SetPosition(Vector3(0.8f, -2.0f, 0.0f));
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+ StaticSprite2D* boxSprite = box->CreateComponent<StaticSprite2D>();
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+ boxSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Box.png"));
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+ RigidBody2D* boxBody = box->CreateComponent<RigidBody2D>();
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+ boxBody->SetBodyType(BT_DYNAMIC);
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+ boxBody->SetLinearDamping(0.0f);
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+ boxBody->SetAngularDamping(0.0f);
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+ CollisionBox2D* shape = box->CreateComponent<CollisionBox2D>(); // Create box shape
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+ shape->SetSize(Vector2(0.32, 0.32)); // Set size
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+ shape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
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+ shape->SetFriction(0.5f); // Set friction
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+ shape->SetRestitution(0.1f); // Set restitution (slight bounce)
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+
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+ // Create a ball (will be cloned later)
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+ Node* ball = scene_->CreateChild("Ball");
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+ ball->SetPosition(Vector3(1.8f, -2.0f, 0.0f));
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+ StaticSprite2D* ballSprite = ball->CreateComponent<StaticSprite2D>();
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+ ballSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Ball.png"));
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+ RigidBody2D* ballBody = ball->CreateComponent<RigidBody2D>();
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+ ballBody->SetBodyType(BT_DYNAMIC);
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+ ballBody->SetLinearDamping(0.0f);
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+ ballBody->SetAngularDamping(0.0f);
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+ CollisionCircle2D* ballShape = ball->CreateComponent<CollisionCircle2D>(); // Create circle shape
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+ ballShape->SetRadius(0.16f); // Set radius
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+ ballShape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
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+ ballShape->SetFriction(0.5f); // Set friction
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+ ballShape->SetRestitution(0.6f); // Set restitution: make it bounce
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+
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+ // Create a polygon
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+ Node* polygon = scene_->CreateChild("Polygon");
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+ polygon->SetPosition(Vector3(1.6f, -2.0f, 0.0f));
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+ polygon->SetScale(0.7f);
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+ StaticSprite2D* polygonSprite = polygon->CreateComponent<StaticSprite2D>();
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+ polygonSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Aster.png"));
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+ RigidBody2D* polygonBody = polygon->CreateComponent<RigidBody2D>();
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+ polygonBody->SetBodyType(BT_DYNAMIC);
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+ CollisionPolygon2D* polygonShape = polygon->CreateComponent<CollisionPolygon2D>();
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+ // TODO: create from PODVector<Vector2> using SetVertices()
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+ polygonShape->SetVertexCount(6); // Set number of vertices (mandatory when using SetVertex())
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+ polygonShape->SetVertex(0, Vector2(-0.8f, -0.3f));
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+ polygonShape->SetVertex(1, Vector2(0.5f, -0.8f));
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+ polygonShape->SetVertex(2, Vector2(0.8f, -0.3f));
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+ polygonShape->SetVertex(3, Vector2(0.8f, 0.5f));
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+ polygonShape->SetVertex(4, Vector2(0.5f, 0.9f));
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+ polygonShape->SetVertex(5, Vector2(-0.5f, 0.7f));
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+ polygonShape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
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+ polygonShape->SetFriction(0.3f); // Set friction
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+ polygonShape->SetRestitution(0.0f); // Set restitution (no bounce)
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+
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+ // Create a ConstraintDistance2D
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+ CreateFlag("ConstraintDistance2D", -4.97f, 3.0f); // Display Text3D flag
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+ Node* boxDistanceNode = box->Clone();
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+ Node* ballDistanceNode = ball->Clone();
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+ RigidBody2D* ballDistanceBody = ballDistanceNode->GetComponent<RigidBody2D>();
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+ boxDistanceNode->SetPosition(Vector3(-4.5f, 2.0f, 0.0f));
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+ ballDistanceNode->SetPosition(Vector3(-3.0f, 2.0f, 0.0f));
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+
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+ ConstraintDistance2D* constraintDistance = boxDistanceNode->CreateComponent<ConstraintDistance2D>(); // Apply ConstraintDistance2D to box
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+ constraintDistance->SetOtherBody(ballDistanceBody); // Constrain ball to box
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+ constraintDistance->SetOwnerBodyAnchor(Vector2(boxDistanceNode->GetPosition().x_, boxDistanceNode->GetPosition().y_));
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+ constraintDistance->SetOtherBodyAnchor(Vector2(ballDistanceNode->GetPosition().x_, ballDistanceNode->GetPosition().y_));
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+ // Make the constraint soft (comment to make it rigid, which is its basic behavior)
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+ constraintDistance->SetFrequencyHz(4.0f);
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+ constraintDistance->SetDampingRatio(0.5f);
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+
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+ // Create a ConstraintFriction2D ********** Not functional. From Box2d samples it seems that 2 anchors are required, Urho2D only provides 1, needs investigation ***********
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+ CreateFlag("ConstraintFriction2D", 0.03f, 1.0f); // Display Text3D flag
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+ Node* boxFrictionNode = box->Clone();
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+ Node* ballFrictionNode = ball->Clone();
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+ boxFrictionNode->SetPosition(Vector3(0.5f, 0.0f, 0.0f));
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+ ballFrictionNode->SetPosition(Vector3(1.5f, 0.0f, 0.0f));
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+
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+ ConstraintFriction2D* constraintFriction = boxFrictionNode->CreateComponent<ConstraintFriction2D>(); // Apply ConstraintDistance2D to box
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+ constraintFriction->SetOtherBody(ballFrictionNode->GetComponent<RigidBody2D>()); // Constraint ball to box
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+ //constraintFriction->SetOwnerBodyAnchor(Vector2(boxNode->GetPosition().x_, boxNode->GetPosition().y_);
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+ //constraintFriction->SetOtherBodyAnchor(Vector2(ballNode->GetPosition().x_, ballNode->GetPosition().y_);
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+ //constraintFriction->SetMaxForce(10.0f); // ballBody.mass * gravity
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+ //constraintDistance->SetMaxTorque(10.0f); // ballBody.mass * radius * gravity
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+
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+ // Create a ConstraintGear2D
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+ CreateFlag("ConstraintGear2D", -4.97f, -1.0f); // Display Text3D flag
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+ Node* baseNode = box->Clone();
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+ RigidBody2D* tempBody = baseNode->GetComponent<RigidBody2D>(); // Get body to make it static
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+ tempBody->SetBodyType(BT_STATIC);
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+ baseNode->SetPosition(Vector3(-3.7f, -2.5f, 0.0f));
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+ Node* ball1Node = ball->Clone();
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+ ball1Node->SetPosition(Vector3(-4.5f, -2.0f, 0.0f));
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+ RigidBody2D* ball1Body = ball1Node->GetComponent<RigidBody2D>();
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+ Node* ball2Node = ball->Clone();
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+ ball2Node->SetPosition(Vector3(-3.0f, -2.0f, 0.0f));
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+ RigidBody2D* ball2Body = ball2Node->GetComponent<RigidBody2D>();
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+
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+ ConstraintRevolute2D* gear1 = baseNode->CreateComponent<ConstraintRevolute2D>(); // Apply constraint to baseBox
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+ gear1->SetOtherBody(ball1Body); // Constrain ball1 to baseBox
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+ gear1->SetAnchor(Vector2(ball1Node->GetPosition().x_, ball1Node->GetPosition().y_));
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+ ConstraintRevolute2D* gear2 = baseNode->CreateComponent<ConstraintRevolute2D>(); // Apply constraint to baseBox
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+ gear2->SetOtherBody(ball2Body); // Constrain ball2 to baseBox
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+ gear2->SetAnchor(Vector2(ball2Node->GetPosition().x_, ball2Node->GetPosition().y_));
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+
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+ ConstraintGear2D* constraintGear = ball1Node->CreateComponent<ConstraintGear2D>(); // Apply constraint to ball1
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+ constraintGear->SetOtherBody(ball2Body); // Constrain ball2 to ball1
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+ constraintGear->SetOwnerConstraint(gear1);
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+ constraintGear->SetOtherConstraint(gear2);
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+ constraintGear->SetRatio(1.0f);
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+
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+ ball1Body->ApplyAngularImpulse(0.015f, true); // Animate
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+
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+ // Create a vehicle from a compound of 2 ConstraintWheel2Ds
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+ CreateFlag("ConstraintWheel2Ds compound", -2.45f, -1.0f); // Display Text3D flag
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+ Node* car = box->Clone();
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+ car->SetScale(Vector3(4.0f, 1.0f, 0.0f));
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+ car->SetPosition(Vector3(-1.2f, -2.3f, 0.0f));
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+ StaticSprite2D* tempSprite = car->GetComponent<StaticSprite2D>(); // Get car Sprite in order to draw it on top
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+ tempSprite->SetOrderInLayer(0); // Draw car on top of the wheels (set to -1 to draw below)
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+ Node* ball1WheelNode = ball->Clone();
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|
|
+ ball1WheelNode->SetPosition(Vector3(-1.6f, -2.5f, 0.0f));
|
|
|
|
|
+ Node* ball2WheelNode = ball->Clone();
|
|
|
|
|
+ ball2WheelNode->SetPosition(Vector3(-0.8f, -2.5f, 0.0f));
|
|
|
|
|
+
|
|
|
|
|
+ ConstraintWheel2D* wheel1 = car->CreateComponent<ConstraintWheel2D>();
|
|
|
|
|
+ wheel1->SetOtherBody(ball1WheelNode->GetComponent<RigidBody2D>());
|
|
|
|
|
+ wheel1->SetAnchor(Vector2(ball1WheelNode->GetPosition().x_, ball1WheelNode->GetPosition().y_));
|
|
|
|
|
+ wheel1->SetAxis(Vector2(0.0f, 1.0f));
|
|
|
|
|
+ wheel1->SetMaxMotorTorque(20.0f);
|
|
|
|
|
+ wheel1->SetFrequencyHz(4.0f);
|
|
|
|
|
+ wheel1->SetDampingRatio(0.4f);
|
|
|
|
|
+
|
|
|
|
|
+ ConstraintWheel2D* wheel2 = car->CreateComponent<ConstraintWheel2D>();
|
|
|
|
|
+ wheel2->SetOtherBody(ball2WheelNode->GetComponent<RigidBody2D>());
|
|
|
|
|
+ wheel2->SetAnchor(Vector2(ball2WheelNode->GetPosition().x_, ball2WheelNode->GetPosition().y_));
|
|
|
|
|
+ wheel2->SetAxis(Vector2(0.0f, 1.0f));
|
|
|
|
|
+ wheel2->SetMaxMotorTorque(10.0f);
|
|
|
|
|
+ wheel2->SetFrequencyHz(4.0f);
|
|
|
|
|
+ wheel2->SetDampingRatio(0.4f);
|
|
|
|
|
+
|
|
|
|
|
+ // ConstraintMotor2D
|
|
|
|
|
+ CreateFlag("ConstraintMotor2D", 2.53f, -1.0f); // Display Text3D flag
|
|
|
|
|
+ Node* boxMotorNode = box->Clone();
|
|
|
|
|
+ tempBody = boxMotorNode->GetComponent<RigidBody2D>(); // Get body to make it static
|
|
|
|
|
+ tempBody->SetBodyType(BT_STATIC);
|
|
|
|
|
+ Node* ballMotorNode = ball->Clone();
|
|
|
|
|
+ boxMotorNode->SetPosition(Vector3(3.8f, -2.1f, 0.0f));
|
|
|
|
|
+ ballMotorNode->SetPosition(Vector3(3.8f, -1.5f, 0.0f));
|
|
|
|
|
+
|
|
|
|
|
+ ConstraintMotor2D* constraintMotor = boxMotorNode->CreateComponent<ConstraintMotor2D>();
|
|
|
|
|
+ constraintMotor->SetOtherBody(ballMotorNode->GetComponent<RigidBody2D>()); // Constrain ball to box
|
|
|
|
|
+ constraintMotor->SetLinearOffset(Vector2(0.0f, 0.8f)); // Set ballNode position relative to boxNode position = (0,0)
|
|
|
|
|
+ constraintMotor->SetAngularOffset(0.1f);
|
|
|
|
|
+ constraintMotor->SetMaxForce(5.0f);
|
|
|
|
|
+ constraintMotor->SetMaxTorque(10.0f);
|
|
|
|
|
+ constraintMotor->SetCorrectionFactor(1.0f);
|
|
|
|
|
+ constraintMotor->SetCollideConnected(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();
|
|
|
|
|
+ tempBody = boxPrismaticNode->GetComponent<RigidBody2D>(); // Get body to make it static
|
|
|
|
|
+ tempBody->SetBodyType(BT_STATIC);
|
|
|
|
|
+ Node* ballPrismaticNode = ball->Clone();
|
|
|
|
|
+ boxPrismaticNode->SetPosition(Vector3(3.3f, 2.5f, 0.0f));
|
|
|
|
|
+ ballPrismaticNode->SetPosition(Vector3(4.3f, 2.0f, 0.0f));
|
|
|
|
|
+
|
|
|
|
|
+ ConstraintPrismatic2D* constraintPrismatic = boxPrismaticNode->CreateComponent<ConstraintPrismatic2D>();
|
|
|
|
|
+ constraintPrismatic->SetOtherBody(ballPrismaticNode->GetComponent<RigidBody2D>()); // Constrain ball to box
|
|
|
|
|
+ constraintPrismatic->SetAxis(Vector2(1.0f, 1.0f)); // Slide from [0,0] to [1,1]
|
|
|
|
|
+ constraintPrismatic->SetAnchor(Vector2(4.0f, 2.0f));
|
|
|
|
|
+ constraintPrismatic->SetLowerTranslation(-1.0f);
|
|
|
|
|
+ constraintPrismatic->SetUpperTranslation(0.5f);
|
|
|
|
|
+ constraintPrismatic->SetEnableLimit(true);
|
|
|
|
|
+ constraintPrismatic->SetMaxMotorForce(1.0f);
|
|
|
|
|
+ constraintPrismatic->SetMotorSpeed(0.0f);
|
|
|
|
|
+
|
|
|
|
|
+ // ConstraintPulley2D
|
|
|
|
|
+ CreateFlag("ConstraintPulley2D", 0.03f, 3.0f); // Display Text3D flag
|
|
|
|
|
+ Node* boxPulleyNode = box->Clone();
|
|
|
|
|
+ Node* ballPulleyNode = ball->Clone();
|
|
|
|
|
+ boxPulleyNode->SetPosition(Vector3(0.5f, 2.0f, 0.0f));
|
|
|
|
|
+ ballPulleyNode->SetPosition(Vector3(2.0f, 2.0f, 0.0f));
|
|
|
|
|
+
|
|
|
|
|
+ ConstraintPulley2D* constraintPulley = boxPulleyNode->CreateComponent<ConstraintPulley2D>(); // Apply constraint to box
|
|
|
|
|
+ constraintPulley->SetOtherBody(ballPulleyNode->GetComponent<RigidBody2D>()); // Constrain ball to box
|
|
|
|
|
+ constraintPulley->SetOwnerBodyAnchor(Vector2(boxPulleyNode->GetPosition().x_, boxPulleyNode->GetPosition().y_));
|
|
|
|
|
+ constraintPulley->SetOtherBodyAnchor(Vector2(ballPulleyNode->GetPosition().x_, ballPulleyNode->GetPosition().y_));
|
|
|
|
|
+ constraintPulley->SetOwnerBodyGroundAnchor(Vector2(boxPulleyNode->GetPosition().x_, boxPulleyNode->GetPosition().y_ + 1));
|
|
|
|
|
+ constraintPulley->SetOtherBodyGroundAnchor(Vector2(ballPulleyNode->GetPosition().x_, ballPulleyNode->GetPosition().y_ + 1));
|
|
|
|
|
+ constraintPulley->SetRatio(1.0); // Weight ratio between ownerBody and otherBody
|
|
|
|
|
+
|
|
|
|
|
+ // Create a ConstraintRevolute2D
|
|
|
|
|
+ CreateFlag("ConstraintRevolute2D", -2.45f, 3.0f); // Display Text3D flag
|
|
|
|
|
+ Node* boxRevoluteNode = box->Clone();
|
|
|
|
|
+ tempBody = boxRevoluteNode->GetComponent<RigidBody2D>(); // Get body to make it static
|
|
|
|
|
+ tempBody->SetBodyType(BT_STATIC);
|
|
|
|
|
+ Node* ballRevoluteNode = ball->Clone();
|
|
|
|
|
+ boxRevoluteNode->SetPosition(Vector3(-2.0f, 1.5f, 0.0f));
|
|
|
|
|
+ ballRevoluteNode->SetPosition(Vector3(-1.0f, 2.0f, 0.0f));
|
|
|
|
|
+
|
|
|
|
|
+ ConstraintRevolute2D* constraintRevolute = boxRevoluteNode->CreateComponent<ConstraintRevolute2D>(); // Apply constraint to box
|
|
|
|
|
+ constraintRevolute->SetOtherBody(ballRevoluteNode->GetComponent<RigidBody2D>()); // Constrain ball to box
|
|
|
|
|
+ constraintRevolute->SetAnchor(Vector2(-1.0f, 1.5f));
|
|
|
|
|
+ constraintRevolute->SetLowerAngle(-1.0f); // In radians
|
|
|
|
|
+ constraintRevolute->SetUpperAngle(0.5f); // In radians
|
|
|
|
|
+ constraintRevolute->SetEnableLimit(true);
|
|
|
|
|
+ constraintRevolute->SetMaxMotorTorque(10.0f);
|
|
|
|
|
+ constraintRevolute->SetMotorSpeed(0.0f);
|
|
|
|
|
+ constraintRevolute->SetEnableMotor(true);
|
|
|
|
|
+
|
|
|
|
|
+ // Create a ConstraintRope2D
|
|
|
|
|
+ CreateFlag("ConstraintRope2D", -4.97f, 1.0f); // Display Text3D flag
|
|
|
|
|
+ Node* boxRopeNode = box->Clone();
|
|
|
|
|
+ tempBody = boxRopeNode->GetComponent<RigidBody2D>();
|
|
|
|
|
+ tempBody->SetBodyType(BT_STATIC);
|
|
|
|
|
+ Node* ballRopeNode = ball->Clone();
|
|
|
|
|
+ boxRopeNode->SetPosition(Vector3(-3.7f, 0.7f, 0.0f));
|
|
|
|
|
+ ballRopeNode->SetPosition(Vector3(-4.5f, 0.0f, 0.0f));
|
|
|
|
|
+
|
|
|
|
|
+ ConstraintRope2D* constraintRope = boxRopeNode->CreateComponent<ConstraintRope2D>();
|
|
|
|
|
+ constraintRope->SetOtherBody(ballRopeNode->GetComponent<RigidBody2D>()); // Constrain ball to box
|
|
|
|
|
+ constraintRope->SetOwnerBodyAnchor(Vector2(0.0f, -0.5f)); // Offset from box (OwnerBody) : the rope is rigid from OwnerBody center to this ownerBodyAnchor
|
|
|
|
|
+ constraintRope->SetMaxLength(0.9f); // Rope length
|
|
|
|
|
+ constraintRope->SetCollideConnected(true);
|
|
|
|
|
+
|
|
|
|
|
+ // Create a ConstraintWeld2D
|
|
|
|
|
+ CreateFlag("ConstraintWeld2D", -2.45f, 1.0f); // Display Text3D flag
|
|
|
|
|
+ Node* boxWeldNode = box->Clone();
|
|
|
|
|
+ Node* ballWeldNode = ball->Clone();
|
|
|
|
|
+ boxWeldNode->SetPosition(Vector3(-0.5f, 0.0f, 0.0f));
|
|
|
|
|
+ ballWeldNode->SetPosition(Vector3(-2.0f, 0.0f, 0.0f));
|
|
|
|
|
+
|
|
|
|
|
+ ConstraintWeld2D* constraintWeld = boxWeldNode->CreateComponent<ConstraintWeld2D>();
|
|
|
|
|
+ constraintWeld->SetOtherBody(ballWeldNode->GetComponent<RigidBody2D>()); // Constrain ball to box
|
|
|
|
|
+ constraintWeld->SetAnchor(Vector2(boxWeldNode->GetPosition().x_, boxWeldNode->GetPosition().y_));
|
|
|
|
|
+ constraintWeld->SetFrequencyHz(4.0f);
|
|
|
|
|
+ constraintWeld->SetDampingRatio(0.5f);
|
|
|
|
|
+
|
|
|
|
|
+ // Create a ConstraintWheel2D
|
|
|
|
|
+ CreateFlag("ConstraintWheel2D", 2.53f, 1.0f); // Display Text3D flag
|
|
|
|
|
+ Node* boxWheelNode = box->Clone();
|
|
|
|
|
+ Node* ballWheelNode = ball->Clone();
|
|
|
|
|
+ boxWheelNode->SetPosition(Vector3(3.8f, 0.0f, 0.0f));
|
|
|
|
|
+ ballWheelNode->SetPosition(Vector3(3.8f, 0.9f, 0.0f));
|
|
|
|
|
+
|
|
|
|
|
+ ConstraintWheel2D* constraintWheel = boxWheelNode->CreateComponent<ConstraintWheel2D>();
|
|
|
|
|
+ constraintWheel->SetOtherBody(ballWheelNode->GetComponent<RigidBody2D>()); // Constrain ball to box
|
|
|
|
|
+ constraintWheel->SetAnchor(Vector2(ballWheelNode->GetPosition().x_, ballWheelNode->GetPosition().y_));
|
|
|
|
|
+ constraintWheel->SetAxis(Vector2(0.0f, 1.0f));
|
|
|
|
|
+ constraintWheel->SetEnableMotor(true);
|
|
|
|
|
+ constraintWheel->SetMaxMotorTorque(1.0f);
|
|
|
|
|
+ constraintWheel->SetMotorSpeed(0.0f);
|
|
|
|
|
+ constraintWheel->SetFrequencyHz(4.0f);
|
|
|
|
|
+ constraintWheel->SetDampingRatio(0.5f);
|
|
|
|
|
+ constraintWheel->SetCollideConnected(true); // doesn't work
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::CreateFlag(const String& text, float x, float y) // Used to create Tex3D flags
|
|
|
|
|
+{
|
|
|
|
|
+ Node* flagNode = scene_->CreateChild("Flag");
|
|
|
|
|
+ flagNode->SetPosition(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->SetText(text);
|
|
|
|
|
+ ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
|
|
+ flag3D->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::CreateInstructions()
|
|
|
|
|
+{
|
|
|
|
|
+ ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
|
|
+ UI* ui = GetSubsystem<UI>();
|
|
|
|
|
+
|
|
|
|
|
+ // Construct new Text object, set string to display and font to use
|
|
|
|
|
+ Text* instructionText = ui->GetRoot()->CreateChild<Text>();
|
|
|
|
|
+ instructionText->SetText("Use WASD keys and mouse to move, Use PageUp PageDown to zoom.\n Space to toggle debug geometry and joints - F5 to save the scene.");
|
|
|
|
|
+ instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
|
|
|
|
|
+ instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other
|
|
|
|
|
+
|
|
|
|
|
+ // Position the text relative to the screen center
|
|
|
|
|
+ instructionText->SetHorizontalAlignment(HA_CENTER);
|
|
|
|
|
+ instructionText->SetVerticalAlignment(VA_CENTER);
|
|
|
|
|
+ instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::MoveCamera(float timeStep)
|
|
|
|
|
+{
|
|
|
|
|
+ // Do not move if the UI has a focused element (the console)
|
|
|
|
|
+ if (GetSubsystem<UI>()->GetFocusElement())
|
|
|
|
|
+ return;
|
|
|
|
|
+
|
|
|
|
|
+ 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('W'))
|
|
|
|
|
+ cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
|
|
|
|
|
+ if (input->GetKeyDown('S'))
|
|
|
|
|
+ cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
|
|
|
|
|
+ if (input->GetKeyDown('A'))
|
|
|
|
|
+ cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
|
|
|
|
|
+ if (input->GetKeyDown('D'))
|
|
|
|
|
+ cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
|
|
|
|
|
+
|
|
|
|
|
+ if (input->GetKeyDown(KEY_PAGEUP))
|
|
|
|
|
+ camera_->SetZoom(camera_->GetZoom() * 1.01f);
|
|
|
|
|
+
|
|
|
|
|
+ if (input->GetKeyDown(KEY_PAGEDOWN))
|
|
|
|
|
+ camera_->SetZoom(camera_->GetZoom() * 0.99f);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::SubscribeToEvents()
|
|
|
|
|
+{
|
|
|
|
|
+ // Subscribe HandleUpdate() function for processing update events
|
|
|
|
|
+ SubscribeToEvent(E_UPDATE, HANDLER(Urho2DConstraints, HandleUpdate));
|
|
|
|
|
+
|
|
|
|
|
+ // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
|
|
|
|
|
+ SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Urho2DConstraints, HandlePostRenderUpdate));
|
|
|
|
|
+
|
|
|
|
|
+ // Subscribe to mouse click
|
|
|
|
|
+ SubscribeToEvent(E_MOUSEBUTTONDOWN, HANDLER(Urho2DConstraints, HandleMouseButtonDown));
|
|
|
|
|
+
|
|
|
|
|
+ // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
|
|
|
|
|
+ UnsubscribeFromEvent(E_SCENEUPDATE);
|
|
|
|
|
+
|
|
|
|
|
+ if (touchEnabled_)
|
|
|
|
|
+ SubscribeToEvent(E_TOUCHBEGIN, HANDLER(Urho2DConstraints, HandleTouchBegin3));
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::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);
|
|
|
|
|
+
|
|
|
|
|
+ Input* input = GetSubsystem<Input>();
|
|
|
|
|
+
|
|
|
|
|
+ // Toggle physics debug geometry with space
|
|
|
|
|
+ if (input->GetKeyPress(KEY_SPACE))
|
|
|
|
|
+ drawDebug_ = !drawDebug_;
|
|
|
|
|
+
|
|
|
|
|
+ // Save scene
|
|
|
|
|
+ if (input->GetKeyPress(KEY_F5))
|
|
|
|
|
+ {
|
|
|
|
|
+ File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Constraints.xml", FILE_WRITE);
|
|
|
|
|
+ scene_->SaveXML(saveFile);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ PhysicsWorld2D* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
|
|
|
|
|
+ if (drawDebug_) physicsWorld->DrawDebugGeometry();
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ Input* input = GetSubsystem<Input>();
|
|
|
|
|
+ PhysicsWorld2D* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
|
|
|
|
|
+ RigidBody2D* rigidBody = physicsWorld->GetRigidBody(input->GetMousePosition().x_, input->GetMousePosition().y_, M_MAX_UNSIGNED, camera_); // Raycast for RigidBody2Ds to pick
|
|
|
|
|
+ if (rigidBody)
|
|
|
|
|
+ {
|
|
|
|
|
+ pickedNode = rigidBody->GetNode();
|
|
|
|
|
+ //log.Info(pickedNode.name);
|
|
|
|
|
+ StaticSprite2D* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
|
|
|
|
|
+ staticSprite->SetColor(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->SetTarget(GetMousePositionXY());
|
|
|
|
|
+ constraintMouse->SetMaxForce(1000 * rigidBody->GetMass());
|
|
|
|
|
+ constraintMouse->SetCollideConnected(true);
|
|
|
|
|
+ constraintMouse->SetOtherBody(dummyBody); // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
|
|
|
|
|
+ constraintMouse->SetDampingRatio(0.0f);
|
|
|
|
|
+ }
|
|
|
|
|
+ SubscribeToEvent(E_MOUSEMOVE, HANDLER(Urho2DConstraints, HandleMouseMove));
|
|
|
|
|
+ SubscribeToEvent(E_MOUSEBUTTONUP, HANDLER(Urho2DConstraints, HandleMouseButtonUp));
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::HandleMouseButtonUp(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ if (pickedNode)
|
|
|
|
|
+ {
|
|
|
|
|
+ StaticSprite2D* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
|
|
|
|
|
+ staticSprite->SetColor(Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color
|
|
|
|
|
+
|
|
|
|
|
+ pickedNode->RemoveComponent<ConstraintMouse2D>(); // Remove temporary constraint
|
|
|
|
|
+ pickedNode = NULL;
|
|
|
|
|
+ }
|
|
|
|
|
+ UnsubscribeFromEvent(E_MOUSEMOVE);
|
|
|
|
|
+ UnsubscribeFromEvent(E_MOUSEBUTTONUP);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+Vector2 Urho2DConstraints::GetMousePositionXY()
|
|
|
|
|
+{
|
|
|
|
|
+ Input* input = GetSubsystem<Input>();
|
|
|
|
|
+ Graphics* graphics = GetSubsystem<Graphics>();
|
|
|
|
|
+ Vector3 screenPoint = Vector3((float)input->GetMousePosition().x_ / graphics->GetWidth(), (float)input->GetMousePosition().y_ / graphics->GetHeight(), 0.0f);
|
|
|
|
|
+ Vector3 worldPoint = camera_->ScreenToWorldPoint(screenPoint);
|
|
|
|
|
+ return Vector2(worldPoint.x_, worldPoint.y_);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::HandleMouseMove(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ if (pickedNode)
|
|
|
|
|
+ {
|
|
|
|
|
+ ConstraintMouse2D* constraintMouse = pickedNode->GetComponent<ConstraintMouse2D>();
|
|
|
|
|
+ constraintMouse->SetTarget(GetMousePositionXY());
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::HandleTouchBegin3(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ Graphics* graphics = GetSubsystem<Graphics>();
|
|
|
|
|
+ PhysicsWorld2D* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
|
|
|
|
|
+ using namespace TouchBegin;
|
|
|
|
|
+ RigidBody2D* rigidBody = physicsWorld->GetRigidBody(Vector2(eventData[P_X].GetInt(), eventData[P_Y].GetInt())); // Raycast for RigidBody2Ds to pick
|
|
|
|
|
+ if (rigidBody)
|
|
|
|
|
+ {
|
|
|
|
|
+ pickedNode = rigidBody->GetNode();
|
|
|
|
|
+ StaticSprite2D* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
|
|
|
|
|
+ staticSprite->SetColor(Color(1.0f, 0.0f, 0.0f, 1.0f)); // Temporary modify color of the picked sprite
|
|
|
|
|
+ RigidBody2D* 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(Vector3((float)eventData[P_X].GetInt() / graphics->GetWidth(), (float)eventData[P_Y].GetInt() / graphics->GetHeight(), 0.0f));
|
|
|
|
|
+ constraintMouse->SetTarget(Vector2(pos.x_, pos.y_));
|
|
|
|
|
+ constraintMouse->SetMaxForce(1000 * rigidBody->GetMass());
|
|
|
|
|
+ constraintMouse->SetCollideConnected(true);
|
|
|
|
|
+ constraintMouse->SetOtherBody(dummyBody); // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
|
|
|
|
|
+ constraintMouse->SetDampingRatio(0);
|
|
|
|
|
+ }
|
|
|
|
|
+ SubscribeToEvent(E_TOUCHMOVE, HANDLER(Urho2DConstraints, HandleTouchMove3));
|
|
|
|
|
+ SubscribeToEvent(E_TOUCHEND, HANDLER(Urho2DConstraints, HandleTouchEnd3));
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::HandleTouchMove3(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ if (pickedNode)
|
|
|
|
|
+ {
|
|
|
|
|
+ Graphics* graphics = GetSubsystem<Graphics>();
|
|
|
|
|
+ ConstraintMouse2D* constraintMouse = pickedNode->GetComponent<ConstraintMouse2D>();
|
|
|
|
|
+ using namespace TouchMove;
|
|
|
|
|
+ Vector3 pos = camera_->ScreenToWorldPoint(Vector3(float(eventData[P_X].GetInt()) / graphics->GetWidth(), float(eventData[P_Y].GetInt()) / graphics->GetHeight(), 0.0f));
|
|
|
|
|
+ constraintMouse->SetTarget(Vector2(pos.x_, pos.y_));
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void Urho2DConstraints::HandleTouchEnd3(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
+{
|
|
|
|
|
+ if (pickedNode)
|
|
|
|
|
+ {
|
|
|
|
|
+ StaticSprite2D* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
|
|
|
|
|
+ staticSprite->SetColor(Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color
|
|
|
|
|
+
|
|
|
|
|
+ pickedNode->RemoveComponent<ConstraintMouse2D>(); // Remove temporary constraint
|
|
|
|
|
+ pickedNode = NULL;
|
|
|
|
|
+ }
|
|
|
|
|
+ UnsubscribeFromEvent(E_TOUCHMOVE);
|
|
|
|
|
+ UnsubscribeFromEvent(E_TOUCHEND);
|
|
|
|
|
+}
|