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- // Urho2D physics sample.
- // This sample demonstrates:
- // - Creating both static and moving 2D physics objects to a scene
- // - 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, 0.0f, -10.0f);
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.orthographic = true;
- camera.orthoSize = graphics.height * PIXEL_SIZE;
- // Create 2D physics world component
- scene_.CreateComponent("PhysicsWorld2D");
- Sprite2D@ boxSprite = cache.GetResource("Sprite2D", "Urho2D/Box.png");
- Sprite2D@ ballSprite = cache.GetResource("Sprite2D", "Urho2D/Ball.png");
- // Create ground.
- Node@ groundNode = scene_.CreateChild("Ground");
- groundNode.position = Vector3(0.0f, -3.0f, 0.0f);
- groundNode.scale = Vector3(200.0f, 1.0f, 0.0f);
- // Create 2D rigid body for gound
- RigidBody2D@ groundBody = groundNode.CreateComponent("RigidBody2D");
- StaticSprite2D@ groundSprite = groundNode.CreateComponent("StaticSprite2D");
- groundSprite.sprite = boxSprite;
- // Create box collider for ground
- CollisionBox2D@ groundShape = groundNode.CreateComponent("CollisionBox2D");
- // Set box size
- groundShape.size = Vector2(0.32f, 0.32f);
- // Set friction
- groundShape.friction = 0.5f;
- const uint NUM_OBJECTS = 100;
- for (uint i = 0; i < NUM_OBJECTS; ++i)
- {
- Node@ node = scene_.CreateChild("RigidBody");
- node.position = Vector3(Random(-0.1f, 0.1f), 5.0f + i * 0.4f, 0.0f);
- // Create rigid body
- RigidBody2D@ body = node.CreateComponent("RigidBody2D");
- body.bodyType = BT_DYNAMIC;
- StaticSprite2D@ staticSprite = node.CreateComponent("StaticSprite2D");
- if (i % 2 == 0)
- {
- staticSprite.sprite = boxSprite;
- // Create box
- CollisionBox2D@ box = node.CreateComponent("CollisionBox2D");
- // Set size
- box.size = Vector2(0.32f, 0.32f);
- // Set density
- box.density = 1.0f;
- // Set friction
- box.friction = 0.5f;
- // Set restitution
- box.restitution = 0.1f;
- }
- else
- {
- staticSprite.sprite = ballSprite;
- // Create circle
- CollisionCircle2D@ circle = node.CreateComponent("CollisionCircle2D");
- // Set radius
- circle.radius = 0.16f;
- // Set density
- circle.density = 1.0f;
- // Set friction.
- circle.friction = 0.5f;
- // Set restitution
- circle.restitution = 0.1f;
- }
- }
- }
- 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);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<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>";
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