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- -- Urho2D physics rope sample.
- -- This sample demonstrates:
- -- - Create revolute constraint
- -- - Create roop constraint
- -- - Displaying physics debug geometry
- require "LuaScripts/Utilities/Sample"
- function 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()
- end
- function 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(0.0, 5.0, -10.0)
- local camera = cameraNode:CreateComponent("Camera")
- camera.orthographic = true
- camera.orthoSize = graphics.height * 0.05
- -- Create 2D physics world component
- local physicsWorld = scene_:CreateComponent("PhysicsWorld2D")
- physicsWorld.drawJoint = true
- -- Create ground.
- local groundNode = scene_:CreateChild("Ground")
- -- Create 2D rigid body for gound
- local groundBody = groundNode:CreateComponent("RigidBody2D")
- -- Create edge collider for ground
- local groundShape = groundNode:CreateComponent("CollisionEdge2D")
- groundShape:SetVertices(Vector2(-40.0, 0.0), Vector2(40.0, 0.0))
- local y = 15.0
- local prevBody = groundBody
- local NUM_OBJECTS = 10
- for i = 0, NUM_OBJECTS - 1 do
- local node = scene_:CreateChild("RigidBody")
- -- Create rigid body
- local body = node:CreateComponent("RigidBody2D")
- body.bodyType = BT_DYNAMIC
- -- Create box
- local box = node:CreateComponent("CollisionBox2D")
- -- Set friction
- box.friction = 0.2
- -- Set mask bits.
- box.maskBits = 0xFFFF - 0x0002
- if i == NUM_OBJECTS - 1 then
- node.position = Vector3(1.0 * i, y, 0.0)
- body.angularDamping = 0.4
- box:SetSize(3.0, 3.0)
- box.density = 100.0
- box.categoryBits = 0x0002
- else
- node.position = Vector3(0.5 + 1.0 * i, y, 0.0)
- box:SetSize(1.0, 0.25)
- box.density = 20.0
- box.categoryBits = 0x0001
- end
- local joint = node:CreateComponent("ConstraintRevolute2D")
- joint.otherBody = prevBody
- joint.anchor = Vector2(i, y)
- joint.collideConnected = false
- prevBody = body
- end
- local constraintRope = groundNode:CreateComponent("ConstraintRope2D")
- constraintRope.otherBody = prevBody
- constraintRope.ownerBodyAnchor = Vector2(0.0, y)
- constraintRope.maxLength = NUM_OBJECTS - 1.0 + 0.01
- end
- function CreateInstructions()
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText:SetText("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)
- end
- function 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
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function MoveCamera(timeStep)
- -- Do not move if the UI has a focused element (the console)
- if ui.focusElement ~= nil then
- return
- end
- -- Movement speed as world units per second
- local MOVE_SPEED = 4.0
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if input:GetKeyDown(KEY_W) then
- cameraNode:Translate(Vector3(0.0, 1.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:Translate(Vector3(0.0, -1.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_PAGEUP) then
- local camera = cameraNode:GetComponent("Camera")
- camera.zoom = camera.zoom * 1.01
- end
- if input:GetKeyDown(KEY_PAGEDOWN) then
- local camera = cameraNode:GetComponent("Camera")
- camera.zoom = camera.zoom * 0.99
- end
- end
- function 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")
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData:GetFloat("TimeStep")
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- local physicsWorld = scene_:GetComponent("PhysicsWorld2D")
- physicsWorld:DrawDebugGeometry()
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>" ..
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom In</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"PAGEUP\" />" ..
- " </element>" ..
- " </add>" ..
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Zoom Out</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"PAGEDOWN\" />" ..
- " </element>" ..
- " </add>" ..
- "</patch>"
- end
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