//
// Copyright (c) 2008-2014 the Urho3D project.
//
// 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 "Camera.h"
#include "CollisionBox2D.h"
#include "CollisionCircle2D.h"
#include "CollisionEdge2D.h"
#include "CollisionPolygon2D.h"
#include "ConstraintDistance2D.h"
#include "ConstraintFriction2D.h"
#include "ConstraintGear2D.h"
#include "ConstraintMotor2D.h"
#include "ConstraintMouse2D.h"
#include "ConstraintPrismatic2D.h"
#include "ConstraintPulley2D.h"
#include "ConstraintRevolute2D.h"
#include "ConstraintRope2D.h"
#include "ConstraintWeld2D.h"
#include "ConstraintWheel2D.h"
#include "CoreEvents.h"
#include "DebugNew.h"
#include "DebugRenderer.h"
#include "Drawable2D.h"
#include "Engine.h"
#include "FileSystem.h"
#include "Font.h"
#include "Graphics.h"
#include "Input.h"
#include "Octree.h"
#include "PhysicsWorld2D.h"
#include "Renderer.h"
#include "ResourceCache.h"
#include "RigidBody2D.h"
#include "Scene.h"
#include "SceneEvents.h"
#include "Sprite2D.h"
#include "StaticSprite2D.h"
#include "Text.h"
#include "Text3D.h"
#include "Urho2DConstraints.h"
#include "Vector.h"
#include "Zone.h"
DEFINE_APPLICATION_MAIN(Urho2DConstraints)
Node* pickedNode;
RigidBody2D* dummyBody;
Urho2DConstraints::Urho2DConstraints(Context* context) :
Sample(context)
{
}
void Urho2DConstraints::Start()
{
// Execute base class startup
Sample::Start();
// Create the scene content
CreateScene();
// Enable OS cursor
GetSubsystem()->SetMouseVisible(true);
// Create the UI content
CreateInstructions();
// Hook up to the frame update events
SubscribeToEvents();
}
void Urho2DConstraints::CreateScene()
{
scene_ = new Scene(context_);
scene_->CreateComponent();
scene_->CreateComponent();
PhysicsWorld2D* physicsWorld = scene_->CreateComponent(); // Create 2D physics world component
physicsWorld->SetDrawJoint(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_->SetPosition(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_->SetOrthographic(true);
Graphics* graphics = GetSubsystem();
camera_->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
camera_->SetZoom(1.2f);
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
SharedPtr viewport(new Viewport(context_, scene_, camera_));
Renderer* renderer = GetSubsystem();
renderer->SetViewport(0, viewport);
Zone* zone = renderer->GetDefaultZone();
zone->SetFogColor(Color(0.1f, 0.1f, 0.1f)); // Set background color for the scene
// Create 4x3 grid
for (unsigned i = 0; i<5; ++i)
{
Node* edgeNode = scene_->CreateChild("VerticalEdge");
RigidBody2D* edgeBody = edgeNode->CreateComponent();
if (!dummyBody)
dummyBody = edgeBody; // Mark first edge as dummy body (used by mouse pick)
CollisionEdge2D* edgeShape = edgeNode->CreateComponent();
edgeShape->SetVertices(Vector2(i*2.5f -5.0f, -3.0f), Vector2(i*2.5f -5.0f, 3.0f));
edgeShape->SetFriction(0.5f); // Set friction
}
for (unsigned j = 0; j<4; ++j)
{
Node* edgeNode = scene_->CreateChild("HorizontalEdge");
/*RigidBody2D* edgeBody = */edgeNode->CreateComponent();
CollisionEdge2D* edgeShape = edgeNode->CreateComponent();
edgeShape->SetVertices(Vector2(-5.0f, j*2.0f -3.0f), Vector2(5.0f, j*2.0f -3.0f));
edgeShape->SetFriction(0.5f); // Set friction
}
ResourceCache* cache = GetSubsystem();
// Create a box (will be cloned later)
Node* box = scene_->CreateChild("Box");
box->SetPosition(Vector3(0.8f, -2.0f, 0.0f));
StaticSprite2D* boxSprite = box->CreateComponent();
boxSprite->SetSprite(cache->GetResource("Urho2D/Box.png"));
RigidBody2D* boxBody = box->CreateComponent();
boxBody->SetBodyType(BT_DYNAMIC);
boxBody->SetLinearDamping(0.0f);
boxBody->SetAngularDamping(0.0f);
CollisionBox2D* shape = box->CreateComponent(); // Create box shape
shape->SetSize(Vector2(0.32f, 0.32f)); // Set size
shape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
shape->SetFriction(0.5f); // Set friction
shape->SetRestitution(0.1f); // Set restitution (slight bounce)
// Create a ball (will be cloned later)
Node* ball = scene_->CreateChild("Ball");
ball->SetPosition(Vector3(1.8f, -2.0f, 0.0f));
StaticSprite2D* ballSprite = ball->CreateComponent();
ballSprite->SetSprite(cache->GetResource("Urho2D/Ball.png"));
RigidBody2D* ballBody = ball->CreateComponent();
ballBody->SetBodyType(BT_DYNAMIC);
ballBody->SetLinearDamping(0.0f);
ballBody->SetAngularDamping(0.0f);
CollisionCircle2D* ballShape = ball->CreateComponent(); // Create circle shape
ballShape->SetRadius(0.16f); // Set radius
ballShape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
ballShape->SetFriction(0.5f); // Set friction
ballShape->SetRestitution(0.6f); // Set restitution: make it bounce
// Create a polygon
Node* polygon = scene_->CreateChild("Polygon");
polygon->SetPosition(Vector3(1.6f, -2.0f, 0.0f));
polygon->SetScale(0.7f);
StaticSprite2D* polygonSprite = polygon->CreateComponent();
polygonSprite->SetSprite(cache->GetResource("Urho2D/Aster.png"));
RigidBody2D* polygonBody = polygon->CreateComponent();
polygonBody->SetBodyType(BT_DYNAMIC);
CollisionPolygon2D* polygonShape = polygon->CreateComponent();
// TODO: create from PODVector using SetVertices()
polygonShape->SetVertexCount(6); // Set number of vertices (mandatory when using SetVertex())
polygonShape->SetVertex(0, Vector2(-0.8f, -0.3f));
polygonShape->SetVertex(1, Vector2(0.5f, -0.8f));
polygonShape->SetVertex(2, Vector2(0.8f, -0.3f));
polygonShape->SetVertex(3, Vector2(0.8f, 0.5f));
polygonShape->SetVertex(4, Vector2(0.5f, 0.9f));
polygonShape->SetVertex(5, Vector2(-0.5f, 0.7f));
polygonShape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
polygonShape->SetFriction(0.3f); // Set friction
polygonShape->SetRestitution(0.0f); // Set restitution (no bounce)
// Create a ConstraintDistance2D
CreateFlag("ConstraintDistance2D", -4.97f, 3.0f); // Display Text3D flag
Node* boxDistanceNode = box->Clone();
Node* ballDistanceNode = ball->Clone();
RigidBody2D* ballDistanceBody = ballDistanceNode->GetComponent();
boxDistanceNode->SetPosition(Vector3(-4.5f, 2.0f, 0.0f));
ballDistanceNode->SetPosition(Vector3(-3.0f, 2.0f, 0.0f));
ConstraintDistance2D* constraintDistance = boxDistanceNode->CreateComponent(); // Apply ConstraintDistance2D to box
constraintDistance->SetOtherBody(ballDistanceBody); // Constrain ball to box
constraintDistance->SetOwnerBodyAnchor(Vector2(boxDistanceNode->GetPosition().x_, boxDistanceNode->GetPosition().y_));
constraintDistance->SetOtherBodyAnchor(Vector2(ballDistanceNode->GetPosition().x_, ballDistanceNode->GetPosition().y_));
// Make the constraint soft (comment to make it rigid, which is its basic behavior)
constraintDistance->SetFrequencyHz(4.0f);
constraintDistance->SetDampingRatio(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();
Node* ballFrictionNode = ball->Clone();
boxFrictionNode->SetPosition(Vector3(0.5f, 0.0f, 0.0f));
ballFrictionNode->SetPosition(Vector3(1.5f, 0.0f, 0.0f));
ConstraintFriction2D* constraintFriction = boxFrictionNode->CreateComponent(); // Apply ConstraintDistance2D to box
constraintFriction->SetOtherBody(ballFrictionNode->GetComponent()); // Constraint ball to box
//constraintFriction->SetOwnerBodyAnchor(Vector2(boxNode->GetPosition().x_, boxNode->GetPosition().y_);
//constraintFriction->SetOtherBodyAnchor(Vector2(ballNode->GetPosition().x_, ballNode->GetPosition().y_);
//constraintFriction->SetMaxForce(10.0f); // ballBody.mass * gravity
//constraintDistance->SetMaxTorque(10.0f); // ballBody.mass * radius * gravity
// Create a ConstraintGear2D
CreateFlag("ConstraintGear2D", -4.97f, -1.0f); // Display Text3D flag
Node* baseNode = box->Clone();
RigidBody2D* tempBody = baseNode->GetComponent(); // Get body to make it static
tempBody->SetBodyType(BT_STATIC);
baseNode->SetPosition(Vector3(-3.7f, -2.5f, 0.0f));
Node* ball1Node = ball->Clone();
ball1Node->SetPosition(Vector3(-4.5f, -2.0f, 0.0f));
RigidBody2D* ball1Body = ball1Node->GetComponent();
Node* ball2Node = ball->Clone();
ball2Node->SetPosition(Vector3(-3.0f, -2.0f, 0.0f));
RigidBody2D* ball2Body = ball2Node->GetComponent();
ConstraintRevolute2D* gear1 = baseNode->CreateComponent(); // Apply constraint to baseBox
gear1->SetOtherBody(ball1Body); // Constrain ball1 to baseBox
gear1->SetAnchor(Vector2(ball1Node->GetPosition().x_, ball1Node->GetPosition().y_));
ConstraintRevolute2D* gear2 = baseNode->CreateComponent(); // Apply constraint to baseBox
gear2->SetOtherBody(ball2Body); // Constrain ball2 to baseBox
gear2->SetAnchor(Vector2(ball2Node->GetPosition().x_, ball2Node->GetPosition().y_));
ConstraintGear2D* constraintGear = ball1Node->CreateComponent(); // Apply constraint to ball1
constraintGear->SetOtherBody(ball2Body); // Constrain ball2 to ball1
constraintGear->SetOwnerConstraint(gear1);
constraintGear->SetOtherConstraint(gear2);
constraintGear->SetRatio(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();
car->SetScale(Vector3(4.0f, 1.0f, 0.0f));
car->SetPosition(Vector3(-1.2f, -2.3f, 0.0f));
StaticSprite2D* tempSprite = car->GetComponent(); // Get car Sprite in order to draw it on top
tempSprite->SetOrderInLayer(0); // Draw car on top of the wheels (set to -1 to draw below)
Node* ball1WheelNode = ball->Clone();
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();
wheel1->SetOtherBody(ball1WheelNode->GetComponent());
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();
wheel2->SetOtherBody(ball2WheelNode->GetComponent());
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(); // 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();
constraintMotor->SetOtherBody(ballMotorNode->GetComponent()); // 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(); // 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();
constraintPrismatic->SetOtherBody(ballPrismaticNode->GetComponent()); // 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(); // Apply constraint to box
constraintPulley->SetOtherBody(ballPulleyNode->GetComponent()); // 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(); // 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(); // Apply constraint to box
constraintRevolute->SetOtherBody(ballRevoluteNode->GetComponent()); // 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();
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();
constraintRope->SetOtherBody(ballRopeNode->GetComponent()); // 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();
constraintWeld->SetOtherBody(ballWeldNode->GetComponent()); // 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();
constraintWheel->SetOtherBody(ballWheelNode->GetComponent()); // 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(); // We use Text3D in order to make the text affected by zoom (so that it sticks to 2D)
flag3D->SetText(text);
ResourceCache* cache = GetSubsystem();
flag3D->SetFont(cache->GetResource("Fonts/Anonymous Pro.ttf"), 15);
}
void Urho2DConstraints::CreateInstructions()
{
ResourceCache* cache = GetSubsystem();
UI* ui = GetSubsystem();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild();
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("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()->GetFocusElement())
return;
Input* input = GetSubsystem();
// 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();
// Toggle physics debug geometry with space
if (input->GetKeyPress(KEY_SPACE))
drawDebug_ = !drawDebug_;
// Save scene
if (input->GetKeyPress(KEY_F5))
{
File saveFile(context_, GetSubsystem()->GetProgramDir() + "Data/Scenes/Constraints.xml", FILE_WRITE);
scene_->SaveXML(saveFile);
}
}
void Urho2DConstraints::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
PhysicsWorld2D* physicsWorld = scene_->GetComponent();
if (drawDebug_) physicsWorld->DrawDebugGeometry();
}
void Urho2DConstraints::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
{
Input* input = GetSubsystem();
PhysicsWorld2D* physicsWorld = scene_->GetComponent();
RigidBody2D* rigidBody = physicsWorld->GetRigidBody(input->GetMousePosition().x_, input->GetMousePosition().y_, M_MAX_UNSIGNED); // Raycast for RigidBody2Ds to pick
if (rigidBody)
{
pickedNode = rigidBody->GetNode();
//log.Info(pickedNode.name);
StaticSprite2D* staticSprite = pickedNode->GetComponent();
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();
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();
staticSprite->SetColor(Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color
pickedNode->RemoveComponent(); // Remove temporary constraint
pickedNode = NULL;
}
UnsubscribeFromEvent(E_MOUSEMOVE);
UnsubscribeFromEvent(E_MOUSEBUTTONUP);
}
Vector2 Urho2DConstraints::GetMousePositionXY()
{
Input* input = GetSubsystem();
Graphics* graphics = GetSubsystem();
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();
constraintMouse->SetTarget(GetMousePositionXY());
}
}
void Urho2DConstraints::HandleTouchBegin3(StringHash eventType, VariantMap& eventData)
{
Graphics* graphics = GetSubsystem();
PhysicsWorld2D* physicsWorld = scene_->GetComponent();
using namespace TouchBegin;
RigidBody2D* rigidBody = physicsWorld->GetRigidBody(Vector2((float)eventData[P_X].GetInt(), (float)eventData[P_Y].GetInt())); // Raycast for RigidBody2Ds to pick
if (rigidBody)
{
pickedNode = rigidBody->GetNode();
StaticSprite2D* staticSprite = pickedNode->GetComponent();
staticSprite->SetColor(Color(1.0f, 0.0f, 0.0f, 1.0f)); // Temporary modify color of the picked sprite
RigidBody2D* rigidBody = pickedNode->GetComponent();
// Create a ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with touch
ConstraintMouse2D* constraintMouse = pickedNode->CreateComponent();
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();
ConstraintMouse2D* constraintMouse = pickedNode->GetComponent();
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();
staticSprite->SetColor(Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color
pickedNode->RemoveComponent(); // Remove temporary constraint
pickedNode = NULL;
}
UnsubscribeFromEvent(E_TOUCHMOVE);
UnsubscribeFromEvent(E_TOUCHEND);
}