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