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- // Urho2D physics Constraints sample.
- // This sample is designed to help understanding and chosing the right constraint.
- // This sample demonstrates:
- // - Creating physics constraints
- // - Creating Edge and Polygon Shapes from vertices
- // - Displaying physics debug geometry and constraints' joints
- // - Using SetOrderInLayer to alter the way sprites are drawn in relation to each other
- // - Using Text3D to display some text affected by zoom
- // - Setting the background color for the scene
- #include "Scripts/Utilities/Sample.as"
- Camera@ camera;
- Node@ pickedNode;
- RigidBody2D@ dummyBody;
- void Start()
- {
- SampleStart();
- CreateScene();
- input.mouseVisible = true; // Show mouse cursor
- CreateInstructions();
- SubscribeToEvents();
- }
- void CreateScene()
- {
- scene_ = Scene();
- scene_.CreateComponent("Octree");
- scene_.CreateComponent("DebugRenderer");
- PhysicsWorld2D@ physicsWorld = scene_.CreateComponent("PhysicsWorld2D");
- physicsWorld.drawJoint = 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");
- cameraNode.position = 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");
- camera.orthographic = true;
- camera.orthoSize = graphics.height * PIXEL_SIZE;
- camera.zoom = 1.2f;
- renderer.viewports[0] = Viewport(scene_, camera);
- renderer.defaultZone.fogColor = Color(0.1f, 0.1f, 0.1f); // Set background color for the scene
- // Create 4x3 grid
- for (uint i = 0; i<5; ++i)
- {
- Node@ edgeNode = scene_.CreateChild("VerticalEdge");
- RigidBody2D@ edgeBody = edgeNode.CreateComponent("RigidBody2D");
- if (dummyBody is null)
- dummyBody = edgeBody; // Mark first edge as dummy body (used by mouse pick)
- CollisionEdge2D@ edgeShape = edgeNode.CreateComponent("CollisionEdge2D");
- edgeShape.SetVertices(Vector2(i*2.5f -5.0f, -3.0f), Vector2(i*2.5f -5.0f, 3.0f));
- edgeShape.friction = 0.5f; // Set friction
- }
- for (uint j = 0; j<4; ++j)
- {
- Node@ edgeNode = scene_.CreateChild("HorizontalEdge");
- RigidBody2D@ edgeBody = edgeNode.CreateComponent("RigidBody2D");
- CollisionEdge2D@ edgeShape = edgeNode.CreateComponent("CollisionEdge2D");
- edgeShape.SetVertices(Vector2(-5.0f, j*2.0f -3.0f), Vector2(5.0f, j*2.0f -3.0f));
- edgeShape.friction = 0.5f; // Set friction
- }
- // Create a box (will be cloned later)
- Node@ box = scene_.CreateChild("Box");
- box.position = Vector3(0.8f, -2.0f, 0.0f);
- StaticSprite2D@ boxSprite = box.CreateComponent("StaticSprite2D");
- boxSprite.sprite = cache.GetResource("Sprite2D", "Urho2D/Box.png");
- RigidBody2D@ boxBody = box.CreateComponent("RigidBody2D");
- boxBody.bodyType = BT_DYNAMIC;
- boxBody.linearDamping = 0.0f;
- boxBody.angularDamping = 0.0f;
- CollisionBox2D@ shape = box.CreateComponent("CollisionBox2D"); // Create box shape
- shape.size = Vector2(0.32, 0.32); // Set size
- shape.density = 1.0f; // Set shape density (kilograms per meter squared)
- shape.friction = 0.5f; // Set friction
- shape.restitution = 0.1f; // Set restitution (slight bounce)
- // Create a ball (will be cloned later)
- Node@ ball = scene_.CreateChild("Ball");
- ball.position = Vector3(1.8f, -2.0f, 0.0f);
- StaticSprite2D@ ballSprite = ball.CreateComponent("StaticSprite2D");
- ballSprite.sprite = cache.GetResource("Sprite2D", "Urho2D/Ball.png");
- RigidBody2D@ ballBody = ball.CreateComponent("RigidBody2D");
- ballBody.bodyType = BT_DYNAMIC;
- ballBody.linearDamping = 0.0f;
- ballBody.angularDamping = 0.0f;
- CollisionCircle2D@ ballShape = ball.CreateComponent("CollisionCircle2D"); // Create circle shape
- ballShape.radius = 0.16f; // Set radius
- ballShape.density = 1.0f; // Set shape density (kilograms per meter squared)
- ballShape.friction = 0.5f; // Set friction
- ballShape.restitution = 0.6f; // Set restitution: make it bounce
- // Create a polygon
- Node@ polygon = scene_.CreateChild("Polygon");
- polygon.position = Vector3(1.6f, -2.0f, 0.0f);
- polygon.SetScale(0.7f);
- StaticSprite2D@ polygonSprite = polygon.CreateComponent("StaticSprite2D");
- polygonSprite.sprite = cache.GetResource("Sprite2D", "Urho2D/Aster.png");
- RigidBody2D@ polygonBody = polygon.CreateComponent("RigidBody2D");
- polygonBody.bodyType = BT_DYNAMIC;
- CollisionPolygon2D@ polygonShape = polygon.CreateComponent("CollisionPolygon2D");
- Array<Vector2> polygonVertices = {Vector2(-0.8f, -0.3f), Vector2(0.5f, -0.8f), Vector2(0.8f, -0.3f), Vector2(0.8f, 0.5f), Vector2(0.5f, 0.9f), Vector2(-0.5f, 0.7f)};
- polygonShape.SetVertices(polygonVertices);
- polygonShape.density = 1.0f; // Set shape density (kilograms per meter squared)
- polygonShape.friction = 0.3f; // Set friction
- polygonShape.restitution = 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("RigidBody2D");
- boxDistanceNode.position = Vector3(-4.5f, 2.0f, 0.0f);
- ballDistanceNode.position = Vector3(-3.0f, 2.0f, 0.0f);
- ConstraintDistance2D@ constraintDistance = boxDistanceNode.CreateComponent("ConstraintDistance2D"); // Apply ConstraintDistance2D to box
- constraintDistance.otherBody = ballDistanceBody; // Constrain ball to box
- constraintDistance.ownerBodyAnchor = Vector2(boxDistanceNode.position.x, boxDistanceNode.position.y);
- constraintDistance.otherBodyAnchor = Vector2(ballDistanceNode.position.x, ballDistanceNode.position.y);
- // Make the constraint soft (comment to make it rigid, which is its basic behavior)
- constraintDistance.frequencyHz = 4.0f;
- constraintDistance.dampingRatio = 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.position = Vector3(0.5f, 0.0f, 0.0f);
- ballFrictionNode.position = Vector3(1.5f, 0.0f, 0.0f);
- ConstraintFriction2D@ constraintFriction = boxFrictionNode.CreateComponent("ConstraintFriction2D"); // Apply ConstraintDistance2D to box
- constraintFriction.otherBody = ballFrictionNode.GetComponent("RigidBody2D"); // Constraint ball to box
- //constraintFriction.ownerBodyAnchor = Vector2(boxNode.position.x, boxNode.position.y);
- //constraintFriction.otherBodyAnchor = Vector2(ballNode.position.x, ballNode.position.y);
- //constraintFriction.maxForce = 10.0f; // ballBody.mass * gravity
- //constraintDistance.maxTorque = 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("RigidBody2D"); // Get body to make it static
- tempBody.bodyType = BT_STATIC;
- baseNode.position = Vector3(-3.7f, -2.5f, 0.0f);
- Node@ ball1Node = ball.Clone();
- ball1Node.position = Vector3(-4.5f, -2.0f, 0.0f);
- RigidBody2D@ ball1Body = ball1Node.GetComponent("RigidBody2D");
- Node@ ball2Node = ball.Clone();
- ball2Node.position = Vector3(-3.0f, -2.0f, 0.0f);
- RigidBody2D@ ball2Body = ball2Node.GetComponent("RigidBody2D");
- ConstraintRevolute2D@ gear1 = baseNode.CreateComponent("ConstraintRevolute2D"); // Apply constraint to baseBox
- gear1.otherBody = ball1Body; // Constrain ball1 to baseBox
- gear1.anchor = Vector2(ball1Node.position.x, ball1Node.position.y);
- ConstraintRevolute2D@ gear2 = baseNode.CreateComponent("ConstraintRevolute2D"); // Apply constraint to baseBox
- gear2.otherBody = ball2Body; // Constrain ball2 to baseBox
- gear2.anchor = Vector2(ball2Node.position.x, ball2Node.position.y);
- ConstraintGear2D@ constraintGear = ball1Node.CreateComponent("ConstraintGear2D"); // Apply constraint to ball1
- constraintGear.otherBody = ball2Body; // Constrain ball2 to ball1
- constraintGear.ownerConstraint = gear1;
- constraintGear.otherConstraint = gear2;
- constraintGear.ratio=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.scale = Vector3(4.0f, 1.0f, 0.0f);
- car.position = Vector3(-1.2f, -2.3f, 0.0f);
- StaticSprite2D@ tempSprite = car.GetComponent("StaticSprite2D"); // Get car Sprite in order to draw it on top
- tempSprite.orderInLayer = 0; // Draw car on top of the wheels (set to -1 to draw below)
- Node@ ball1WheelNode = ball.Clone();
- ball1WheelNode.position = Vector3(-1.6f, -2.5f, 0.0f);
- Node@ ball2WheelNode = ball.Clone();
- ball2WheelNode.position = Vector3(-0.8f, -2.5f, 0.0f);
- ConstraintWheel2D@ wheel1 = car.CreateComponent("ConstraintWheel2D");
- wheel1.otherBody = ball1WheelNode.GetComponent("RigidBody2D");
- wheel1.anchor = Vector2(ball1WheelNode.position.x, ball1WheelNode.position.y);
- wheel1.axis = Vector2(0.0f, 1.0f);
- wheel1.maxMotorTorque = 20.0f;
- wheel1.frequencyHz = 4.0f;
- wheel1.dampingRatio = 0.4f;
- ConstraintWheel2D@ wheel2 = car.CreateComponent("ConstraintWheel2D");
- wheel2.otherBody = ball2WheelNode.GetComponent("RigidBody2D");
- wheel2.anchor = Vector2(ball2WheelNode.position.x, ball2WheelNode.position.y);
- wheel2.axis = Vector2(0.0f, 1.0f);
- wheel2.maxMotorTorque = 10.0f;
- wheel2.frequencyHz = 4.0f;
- wheel2.dampingRatio = 0.4f;
- // ConstraintMotor2D
- CreateFlag("ConstraintMotor2D", 2.53f, -1.0f); // Display Text3D flag
- Node@ boxMotorNode = box.Clone();
- tempBody = boxMotorNode.GetComponent("RigidBody2D"); // Get body to make it static
- tempBody.bodyType = BT_STATIC;
- Node@ ballMotorNode = ball.Clone();
- boxMotorNode.position = Vector3(3.8f, -2.1f, 0.0f);
- ballMotorNode.position = Vector3(3.8f, -1.5f, 0.0f);
- ConstraintMotor2D@ constraintMotor = boxMotorNode.CreateComponent("ConstraintMotor2D");
- constraintMotor.otherBody = ballMotorNode.GetComponent("RigidBody2D"); // Constrain ball to box
- constraintMotor.linearOffset = Vector2(0.0f, 0.8f); // Set ballNode position relative to boxNode position = (0,0)
- constraintMotor.angularOffset = 0.1f;
- constraintMotor.maxForce = 5.0f;
- constraintMotor.maxTorque = 10.0f;
- constraintMotor.correctionFactor = 1.0f;
- constraintMotor.collideConnected = 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("RigidBody2D"); // Get body to make it static
- tempBody.bodyType = BT_STATIC;
- Node@ ballPrismaticNode = ball.Clone();
- boxPrismaticNode.position = Vector3(3.3f, 2.5f, 0.0f);
- ballPrismaticNode.position = Vector3(4.3f, 2.0f, 0.0f);
- ConstraintPrismatic2D@ constraintPrismatic = boxPrismaticNode.CreateComponent("ConstraintPrismatic2D");
- constraintPrismatic.otherBody = ballPrismaticNode.GetComponent("RigidBody2D"); // Constrain ball to box
- constraintPrismatic.axis = Vector2(1.0f, 1.0f); // Slide from [0,0] to [1,1]
- constraintPrismatic.anchor = Vector2(4.0f, 2.0f);
- constraintPrismatic.lowerTranslation = -1.0f;
- constraintPrismatic.upperTranslation = 0.5f;
- constraintPrismatic.enableLimit = true;
- constraintPrismatic.maxMotorForce = 1.0f;
- constraintPrismatic.motorSpeed = 0.0f;
- // ConstraintPulley2D
- CreateFlag("ConstraintPulley2D", 0.03f, 3.0f); // Display Text3D flag
- Node@ boxPulleyNode = box.Clone();
- Node@ ballPulleyNode = ball.Clone();
- boxPulleyNode.position = Vector3(0.5f, 2.0f, 0.0f);
- ballPulleyNode.position = Vector3(2.0f, 2.0f, 0.0f);
- ConstraintPulley2D@ constraintPulley = boxPulleyNode.CreateComponent("ConstraintPulley2D"); // Apply constraint to box
- constraintPulley.otherBody = ballPulleyNode.GetComponent("RigidBody2D"); // Constrain ball to box
- constraintPulley.ownerBodyAnchor = Vector2(boxPulleyNode.position.x, boxPulleyNode.position.y);
- constraintPulley.otherBodyAnchor = Vector2(ballPulleyNode.position.x, ballPulleyNode.position.y);
- constraintPulley.ownerBodyGroundAnchor = Vector2(boxPulleyNode.position.x, boxPulleyNode.position.y + 1);
- constraintPulley.otherBodyGroundAnchor = Vector2(ballPulleyNode.position.x, ballPulleyNode.position.y + 1);
- constraintPulley.ratio = 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("RigidBody2D"); // Get body to make it static
- tempBody.bodyType = BT_STATIC;
- Node@ ballRevoluteNode = ball.Clone();
- boxRevoluteNode.position = Vector3(-2.0f, 1.5f, 0.0f);
- ballRevoluteNode.position = Vector3(-1.0f, 2.0f, 0.0f);
- ConstraintRevolute2D@ constraintRevolute = boxRevoluteNode.CreateComponent("ConstraintRevolute2D"); // Apply constraint to box
- constraintRevolute.otherBody = ballRevoluteNode.GetComponent("RigidBody2D"); // Constrain ball to box
- constraintRevolute.anchor = Vector2(-1.0f, 1.5f);
- constraintRevolute.lowerAngle = -1.0f; // In radians
- constraintRevolute.upperAngle = 0.5f; // In radians
- constraintRevolute.enableLimit = true;
- constraintRevolute.maxMotorTorque = 10.0f;
- constraintRevolute.motorSpeed = 0.0f;
- constraintRevolute.enableMotor = true;
- // Create a ConstraintRope2D
- CreateFlag("ConstraintRope2D", -4.97f, 1.0f); // Display Text3D flag
- Node@ boxRopeNode = box.Clone();
- tempBody = boxRopeNode.GetComponent("RigidBody2D");
- tempBody.bodyType = BT_STATIC;
- Node@ ballRopeNode = ball.Clone();
- boxRopeNode.position = Vector3(-3.7f, 0.7f, 0.0f);
- ballRopeNode.position = Vector3(-4.5f, 0.0f, 0.0f);
- ConstraintRope2D@ constraintRope = boxRopeNode.CreateComponent("ConstraintRope2D");
- constraintRope.otherBody = ballRopeNode.GetComponent("RigidBody2D"); // Constrain ball to box
- constraintRope.ownerBodyAnchor = Vector2(0.0f, -0.5f); // Offset from box (OwnerBody) : the rope is rigid from OwnerBody center to this ownerBodyAnchor
- constraintRope.maxLength = 0.9f; // Rope length
- constraintRope.collideConnected = true;
- // Create a ConstraintWeld2D
- CreateFlag("ConstraintWeld2D", -2.45f, 1.0f); // Display Text3D flag
- Node@ boxWeldNode = box.Clone();
- Node@ ballWeldNode = ball.Clone();
- boxWeldNode.position = Vector3(-0.5f, 0.0f, 0.0f);
- ballWeldNode.position = Vector3(-2.0f, 0.0f, 0.0f);
- ConstraintWeld2D@ constraintWeld = boxWeldNode.CreateComponent("ConstraintWeld2D");
- constraintWeld.otherBody = ballWeldNode.GetComponent("RigidBody2D"); // Constrain ball to box
- constraintWeld.anchor = Vector2(boxWeldNode.position.x, boxWeldNode.position.y);
- constraintWeld.frequencyHz = 4.0f;
- constraintWeld.dampingRatio = 0.5f;
- // Create a ConstraintWheel2D
- CreateFlag("ConstraintWheel2D", 2.53f, 1.0f); // Display Text3D flag
- Node@ boxWheelNode = box.Clone();
- Node@ ballWheelNode = ball.Clone();
- boxWheelNode.position = Vector3(3.8f, 0.0f, 0.0f);
- ballWheelNode.position = Vector3(3.8f, 0.9f, 0.0f);
- ConstraintWheel2D@ constraintWheel = boxWheelNode.CreateComponent("ConstraintWheel2D");
- constraintWheel.otherBody = ballWheelNode.GetComponent("RigidBody2D"); // Constrain ball to box
- constraintWheel.anchor = Vector2(ballWheelNode.position.x, ballWheelNode.position.y);
- constraintWheel.axis = Vector2(0.0f, 1.0f);
- constraintWheel.enableMotor = true;
- constraintWheel.maxMotorTorque = 1.0f;
- constraintWheel.motorSpeed = 0.0f;
- constraintWheel.frequencyHz = 4.0f;
- constraintWheel.dampingRatio = 0.5f;
- constraintWheel.collideConnected = true; // doesn't work
- }
- void CreateFlag(const String&in text, float x, float y) // Used to create Tex3D flags
- {
- Node@ flagNode = scene_.CreateChild("Flag");
- flagNode.position = Vector3(x, y, 0.0f);
- Text3D@ flag3D = flagNode.CreateComponent("Text3D"); // We use Text3D in order to make the text affected by zoom (so that it sticks to 2D)
- flag3D.text = text;
- flag3D.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
- }
- 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.\n Space to toggle debug geometry and joints - F5 to save the scene.";
- instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
- instructionText.textAlignment = HA_CENTER; // Center rows in relation to each other
- // Position the text relative to the screen center
- instructionText.horizontalAlignment = HA_CENTER;
- instructionText.verticalAlignment = VA_CENTER;
- instructionText.SetPosition(0.0f, ui.root.height / 4);
- }
- void MoveCamera(float timeStep)
- {
- if (ui.focusElement !is null) return; // Do not move if the UI has a focused element (the console)
- uint MOVE_SPEED = 4; // Movement speed as world units per second
- // 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.zoom = camera.zoom * 1.01f; // Zoom In
- if (input.keyDown[KEY_PAGEDOWN]) camera.zoom = camera.zoom * 0.99f; // Zoom Out
- }
- void SubscribeToEvents()
- {
- SubscribeToEvent("Update", "HandleUpdate");
- SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
- SubscribeToEvent("MouseButtonDown", "HandleMouseButtonDown");
- if (touchEnabled)
- SubscribeToEvent("TouchBegin", "HandleTouchBegin3");
- // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
- UnsubscribeFromEvent("SceneUpdate");
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- float timeStep = eventData["TimeStep"].GetFloat();
- MoveCamera(timeStep); // Move the camera according to frame's time step
- if (input.keyPress[KEY_SPACE]) drawDebug = !drawDebug; // Toggle debug geometry with space
- if (input.keyPress[KEY_F5]) // Save scene
- {
- File saveFile(fileSystem.programDir + "Data/Scenes/Constraints.xml", FILE_WRITE);
- scene_.SaveXML(saveFile);
- }
- }
- void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- PhysicsWorld2D@ physicsWorld = scene_.GetComponent("PhysicsWorld2D");
- if (drawDebug) physicsWorld.DrawDebugGeometry();
- }
- void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
- {
- PhysicsWorld2D@ physicsWorld = scene_.GetComponent("PhysicsWorld2D");
- RigidBody2D@ rigidBody = physicsWorld.GetRigidBody(input.mousePosition.x, input.mousePosition.y, M_MAX_UNSIGNED); // Raycast for RigidBody2Ds to pick
- if (rigidBody !is null)
- {
- pickedNode = rigidBody.node;
- StaticSprite2D@ staticSprite = pickedNode.GetComponent("StaticSprite2D");
- staticSprite.color = 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("ConstraintMouse2D");
- constraintMouse.target = GetMousePositionXY();
- constraintMouse.maxForce = 1000 * rigidBody.mass;
- constraintMouse.collideConnected = true;
- constraintMouse.otherBody = dummyBody; // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
- constraintMouse.dampingRatio = 0.0f;
- }
- SubscribeToEvent("MouseMove", "HandleMouseMove");
- SubscribeToEvent("MouseButtonUp", "HandleMouseButtonUp");
- }
- void HandleMouseButtonUp(StringHash eventType, VariantMap& eventData)
- {
- if (pickedNode !is null)
- {
- StaticSprite2D@ staticSprite = pickedNode.GetComponent("StaticSprite2D");
- staticSprite.color = Color(1.0f, 1.0f, 1.0f, 1.0f); // Restore picked sprite color
- pickedNode.RemoveComponent("ConstraintMouse2D"); // Remove temporary constraint
- pickedNode = null;
- }
- UnsubscribeFromEvent("MouseMove");
- UnsubscribeFromEvent("MouseButtonUp");
- }
- Vector2 GetMousePositionXY()
- {
- Vector3 screenPoint = Vector3(float(input.mousePosition.x) / graphics.width, float(input.mousePosition.y) / graphics.height, 0.0f);
- Vector3 worldPoint = camera.ScreenToWorldPoint(screenPoint);
- return Vector2(worldPoint.x, worldPoint.y);
- }
- void HandleMouseMove(StringHash eventType, VariantMap& eventData)
- {
- if (pickedNode !is null)
- {
- ConstraintMouse2D@ constraintMouse = pickedNode.GetComponent("ConstraintMouse2D");
- constraintMouse.target = GetMousePositionXY();
- }
- }
- void HandleTouchBegin3(StringHash eventType, VariantMap& eventData)
- {
- PhysicsWorld2D@ physicsWorld = scene_.GetComponent("PhysicsWorld2D");
- RigidBody2D@ rigidBody = physicsWorld.GetRigidBody(eventData["X"].GetInt(), eventData["Y"].GetInt(), M_MAX_UNSIGNED); // Raycast for RigidBody2Ds to pick
- if (rigidBody !is null)
- {
- pickedNode = rigidBody.node;
- StaticSprite2D@ staticSprite = pickedNode.GetComponent("StaticSprite2D");
- staticSprite.color = Color(1.0f, 0.0f, 0.0f, 1.0f); // Temporary modify color of the picked sprite
- RigidBody2D@ rigidBody = pickedNode.GetComponent("RigidBody2D");
- // Create a ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with touch
- ConstraintMouse2D@ constraintMouse = pickedNode.CreateComponent("ConstraintMouse2D");
- Vector3 pos = camera.ScreenToWorldPoint(Vector3(float(eventData["X"].GetInt()) / graphics.width, float(eventData["Y"].GetInt()) / graphics.height, 0.0f));
- constraintMouse.target = Vector2(pos.x, pos.y);
- constraintMouse.maxForce = 1000 * rigidBody.mass;
- constraintMouse.collideConnected = true;
- constraintMouse.otherBody = dummyBody; // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
- constraintMouse.dampingRatio = 0;
- }
- SubscribeToEvent("TouchMove", "HandleTouchMove3");
- SubscribeToEvent("TouchEnd", "HandleTouchEnd3");
- }
- void HandleTouchMove3(StringHash eventType, VariantMap& eventData)
- {
- if (pickedNode !is null)
- {
- ConstraintMouse2D@ constraintMouse = pickedNode.GetComponent("ConstraintMouse2D");
- Vector3 pos = camera.ScreenToWorldPoint(Vector3(float(eventData["X"].GetInt()) / graphics.width, float(eventData["Y"].GetInt()) / graphics.height, 0.0f));
- constraintMouse.target = Vector2(pos.x, pos.y);
- }
- }
- void HandleTouchEnd3(StringHash eventType, VariantMap& eventData)
- {
- if (pickedNode !is null)
- {
- StaticSprite2D@ staticSprite = pickedNode.GetComponent("StaticSprite2D");
- staticSprite.color = Color(1.0f, 1.0f, 1.0f, 1.0f); // Restore picked sprite color
- pickedNode.RemoveComponent("ConstraintMouse2D"); // Remove temporary constraint
- pickedNode = null;
- }
- UnsubscribeFromEvent("TouchMove");
- UnsubscribeFromEvent("TouchEnd");
- }
- // 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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