Urho2DPhysics.cpp 8.2 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Core/CoreEvents.h>
  23. #include <Urho3D/Engine/Engine.h>
  24. #include <Urho3D/Graphics/Camera.h>
  25. #include <Urho3D/Graphics/DebugRenderer.h>
  26. #include <Urho3D/Graphics/Graphics.h>
  27. #include <Urho3D/Graphics/Octree.h>
  28. #include <Urho3D/Graphics/Renderer.h>
  29. #include <Urho3D/Input/Input.h>
  30. #include <Urho3D/Resource/ResourceCache.h>
  31. #include <Urho3D/Scene/Scene.h>
  32. #include <Urho3D/Scene/SceneEvents.h>
  33. #include <Urho3D/UI/Font.h>
  34. #include <Urho3D/UI/Text.h>
  35. #include <Urho3D/Urho2D/CollisionBox2D.h>
  36. #include <Urho3D/Urho2D/CollisionCircle2D.h>
  37. #include <Urho3D/Urho2D/Drawable2D.h>
  38. #include <Urho3D/Urho2D/PhysicsWorld2D.h>
  39. #include <Urho3D/Urho2D/RigidBody2D.h>
  40. #include <Urho3D/Urho2D/Sprite2D.h>
  41. #include <Urho3D/Urho2D/StaticSprite2D.h>
  42. #include "Urho2DPhysics.h"
  43. #include <Urho3D/DebugNew.h>
  44. URHO3D_DEFINE_APPLICATION_MAIN(Urho2DPhysics)
  45. static const unsigned NUM_OBJECTS = 100;
  46. Urho2DPhysics::Urho2DPhysics(Context* context) :
  47. Sample(context)
  48. {
  49. }
  50. void Urho2DPhysics::Start()
  51. {
  52. // Execute base class startup
  53. Sample::Start();
  54. // Create the scene content
  55. CreateScene();
  56. // Create the UI content
  57. CreateInstructions();
  58. // Setup the viewport for displaying the scene
  59. SetupViewport();
  60. // Hook up to the frame update events
  61. SubscribeToEvents();
  62. }
  63. void Urho2DPhysics::CreateScene()
  64. {
  65. scene_ = new Scene(context_);
  66. scene_->CreateComponent<Octree>();
  67. scene_->CreateComponent<DebugRenderer>();
  68. // Create camera node
  69. cameraNode_ = scene_->CreateChild("Camera");
  70. // Set camera's position
  71. cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f));
  72. Camera* camera = cameraNode_->CreateComponent<Camera>();
  73. camera->SetOrthographic(true);
  74. Graphics* graphics = GetSubsystem<Graphics>();
  75. camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
  76. camera->SetZoom(1.2f * Min((float)graphics->GetWidth() / 1280.0f, (float)graphics->GetHeight() / 800.0f)); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.2) is set for full visibility at 1280x800 resolution)
  77. // Create 2D physics world component
  78. /*PhysicsWorld2D* physicsWorld = */scene_->CreateComponent<PhysicsWorld2D>();
  79. ResourceCache* cache = GetSubsystem<ResourceCache>();
  80. Sprite2D* boxSprite = cache->GetResource<Sprite2D>("Urho2D/Box.png");
  81. Sprite2D* ballSprite = cache->GetResource<Sprite2D>("Urho2D/Ball.png");
  82. // Create ground.
  83. Node* groundNode = scene_->CreateChild("Ground");
  84. groundNode->SetPosition(Vector3(0.0f, -3.0f, 0.0f));
  85. groundNode->SetScale(Vector3(200.0f, 1.0f, 0.0f));
  86. // Create 2D rigid body for gound
  87. /*RigidBody2D* groundBody = */groundNode->CreateComponent<RigidBody2D>();
  88. StaticSprite2D* groundSprite = groundNode->CreateComponent<StaticSprite2D>();
  89. groundSprite->SetSprite(boxSprite);
  90. // Create box collider for ground
  91. CollisionBox2D* groundShape = groundNode->CreateComponent<CollisionBox2D>();
  92. // Set box size
  93. groundShape->SetSize(Vector2(0.32f, 0.32f));
  94. // Set friction
  95. groundShape->SetFriction(0.5f);
  96. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  97. {
  98. Node* node = scene_->CreateChild("RigidBody");
  99. node->SetPosition(Vector3(Random(-0.1f, 0.1f), 5.0f + i * 0.4f, 0.0f));
  100. // Create rigid body
  101. RigidBody2D* body = node->CreateComponent<RigidBody2D>();
  102. body->SetBodyType(BT_DYNAMIC);
  103. StaticSprite2D* staticSprite = node->CreateComponent<StaticSprite2D>();
  104. if (i % 2 == 0)
  105. {
  106. staticSprite->SetSprite(boxSprite);
  107. // Create box
  108. CollisionBox2D* box = node->CreateComponent<CollisionBox2D>();
  109. // Set size
  110. box->SetSize(Vector2(0.32f, 0.32f));
  111. // Set density
  112. box->SetDensity(1.0f);
  113. // Set friction
  114. box->SetFriction(0.5f);
  115. // Set restitution
  116. box->SetRestitution(0.1f);
  117. }
  118. else
  119. {
  120. staticSprite->SetSprite(ballSprite);
  121. // Create circle
  122. CollisionCircle2D* circle = node->CreateComponent<CollisionCircle2D>();
  123. // Set radius
  124. circle->SetRadius(0.16f);
  125. // Set density
  126. circle->SetDensity(1.0f);
  127. // Set friction.
  128. circle->SetFriction(0.5f);
  129. // Set restitution
  130. circle->SetRestitution(0.1f);
  131. }
  132. }
  133. }
  134. void Urho2DPhysics::CreateInstructions()
  135. {
  136. ResourceCache* cache = GetSubsystem<ResourceCache>();
  137. UI* ui = GetSubsystem<UI>();
  138. // Construct new Text object, set string to display and font to use
  139. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  140. instructionText->SetText("Use WASD keys to move, use PageUp PageDown keys to zoom.");
  141. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  142. // Position the text relative to the screen center
  143. instructionText->SetHorizontalAlignment(HA_CENTER);
  144. instructionText->SetVerticalAlignment(VA_CENTER);
  145. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  146. }
  147. void Urho2DPhysics::SetupViewport()
  148. {
  149. Renderer* renderer = GetSubsystem<Renderer>();
  150. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  151. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  152. renderer->SetViewport(0, viewport);
  153. }
  154. void Urho2DPhysics::MoveCamera(float timeStep)
  155. {
  156. // Do not move if the UI has a focused element (the console)
  157. if (GetSubsystem<UI>()->GetFocusElement())
  158. return;
  159. Input* input = GetSubsystem<Input>();
  160. // Movement speed as world units per second
  161. const float MOVE_SPEED = 4.0f;
  162. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  163. if (input->GetKeyDown('W'))
  164. cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
  165. if (input->GetKeyDown('S'))
  166. cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
  167. if (input->GetKeyDown('A'))
  168. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  169. if (input->GetKeyDown('D'))
  170. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  171. if (input->GetKeyDown(KEY_PAGEUP))
  172. {
  173. Camera* camera = cameraNode_->GetComponent<Camera>();
  174. camera->SetZoom(camera->GetZoom() * 1.01f);
  175. }
  176. if (input->GetKeyDown(KEY_PAGEDOWN))
  177. {
  178. Camera* camera = cameraNode_->GetComponent<Camera>();
  179. camera->SetZoom(camera->GetZoom() * 0.99f);
  180. }
  181. }
  182. void Urho2DPhysics::SubscribeToEvents()
  183. {
  184. // Subscribe HandleUpdate() function for processing update events
  185. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Urho2DPhysics, HandleUpdate));
  186. // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
  187. UnsubscribeFromEvent(E_SCENEUPDATE);
  188. }
  189. void Urho2DPhysics::HandleUpdate(StringHash eventType, VariantMap& eventData)
  190. {
  191. using namespace Update;
  192. // Take the frame time step, which is stored as a float
  193. float timeStep = eventData[P_TIMESTEP].GetFloat();
  194. // Move the camera, scale movement with time step
  195. MoveCamera(timeStep);
  196. }