Urho2DPhysics.cpp 7.6 KB

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  1. //
  2. // Copyright (c) 2008-2014 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 "Camera.h"
  23. #include "CollisionBox2D.h"
  24. #include "CollisionCircle2D.h"
  25. #include "CoreEvents.h"
  26. #include "DebugRenderer.h"
  27. #include "Drawable2D.h"
  28. #include "Engine.h"
  29. #include "Font.h"
  30. #include "Graphics.h"
  31. #include "Input.h"
  32. #include "Octree.h"
  33. #include "PhysicsWorld2D.h"
  34. #include "Renderer.h"
  35. #include "ResourceCache.h"
  36. #include "RigidBody2D.h"
  37. #include "Scene.h"
  38. #include "SceneEvents.h"
  39. #include "Sprite2D.h"
  40. #include "StaticSprite2D.h"
  41. #include "Text.h"
  42. #include "Urho2DPhysics.h"
  43. #include "DebugNew.h"
  44. 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. // Create 2D physics world component
  77. /*PhysicsWorld2D* physicsWorld = */scene_->CreateComponent<PhysicsWorld2D>();
  78. ResourceCache* cache = GetSubsystem<ResourceCache>();
  79. Sprite2D* boxSprite = cache->GetResource<Sprite2D>("Urho2D/Box.png");
  80. Sprite2D* ballSprite = cache->GetResource<Sprite2D>("Urho2D/Ball.png");
  81. // Create ground.
  82. Node* groundNode = scene_->CreateChild("Ground");
  83. groundNode->SetPosition(Vector3(0.0f, -3.0f, 0.0f));
  84. groundNode->SetScale(Vector3(200.0f, 1.0f, 0.0f));
  85. // Create 2D rigid body for gound
  86. /*RigidBody2D* groundBody = */groundNode->CreateComponent<RigidBody2D>();
  87. StaticSprite2D* groundSprite = groundNode->CreateComponent<StaticSprite2D>();
  88. groundSprite->SetSprite(boxSprite);
  89. // Create box collider for ground
  90. CollisionBox2D* groundShape = groundNode->CreateComponent<CollisionBox2D>();
  91. // Set box size
  92. groundShape->SetSize(Vector2(0.32f, 0.32f));
  93. // Set friction
  94. groundShape->SetFriction(0.5f);
  95. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  96. {
  97. Node* node = scene_->CreateChild("RigidBody");
  98. node->SetPosition(Vector3(Random(-0.1f, 0.1f), 5.0f + i * 0.4f, 0.0f));
  99. // Create rigid body
  100. RigidBody2D* body = node->CreateComponent<RigidBody2D>();
  101. body->SetBodyType(BT_DYNAMIC);
  102. StaticSprite2D* staticSprite = node->CreateComponent<StaticSprite2D>();
  103. if (i % 2 == 0)
  104. {
  105. staticSprite->SetSprite(boxSprite);
  106. // Create box
  107. CollisionBox2D* box = node->CreateComponent<CollisionBox2D>();
  108. // Set size
  109. box->SetSize(Vector2(0.32f, 0.32f));
  110. // Set density
  111. box->SetDensity(1.0f);
  112. // Set friction
  113. box->SetFriction(0.5f);
  114. // Set restitution
  115. box->SetRestitution(0.1f);
  116. }
  117. else
  118. {
  119. staticSprite->SetSprite(ballSprite);
  120. // Create circle
  121. CollisionCircle2D* circle = node->CreateComponent<CollisionCircle2D>();
  122. // Set radius
  123. circle->SetRadius(0.16f);
  124. // Set density
  125. circle->SetDensity(1.0f);
  126. // Set friction.
  127. circle->SetFriction(0.5f);
  128. // Set restitution
  129. circle->SetRestitution(0.1f);
  130. }
  131. }
  132. }
  133. void Urho2DPhysics::CreateInstructions()
  134. {
  135. ResourceCache* cache = GetSubsystem<ResourceCache>();
  136. UI* ui = GetSubsystem<UI>();
  137. // Construct new Text object, set string to display and font to use
  138. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  139. instructionText->SetText("Use WASD keys to move, use PageUp PageDown keys to zoom.");
  140. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  141. // Position the text relative to the screen center
  142. instructionText->SetHorizontalAlignment(HA_CENTER);
  143. instructionText->SetVerticalAlignment(VA_CENTER);
  144. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  145. }
  146. void Urho2DPhysics::SetupViewport()
  147. {
  148. Renderer* renderer = GetSubsystem<Renderer>();
  149. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  150. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  151. renderer->SetViewport(0, viewport);
  152. }
  153. void Urho2DPhysics::MoveCamera(float timeStep)
  154. {
  155. // Do not move if the UI has a focused element (the console)
  156. if (GetSubsystem<UI>()->GetFocusElement())
  157. return;
  158. Input* input = GetSubsystem<Input>();
  159. // Movement speed as world units per second
  160. const float MOVE_SPEED = 4.0f;
  161. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  162. if (input->GetKeyDown('W'))
  163. cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
  164. if (input->GetKeyDown('S'))
  165. cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
  166. if (input->GetKeyDown('A'))
  167. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  168. if (input->GetKeyDown('D'))
  169. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  170. if (input->GetKeyDown(KEY_PAGEUP))
  171. {
  172. Camera* camera = cameraNode_->GetComponent<Camera>();
  173. camera->SetZoom(camera->GetZoom() * 1.01f);
  174. }
  175. if (input->GetKeyDown(KEY_PAGEDOWN))
  176. {
  177. Camera* camera = cameraNode_->GetComponent<Camera>();
  178. camera->SetZoom(camera->GetZoom() * 0.99f);
  179. }
  180. }
  181. void Urho2DPhysics::SubscribeToEvents()
  182. {
  183. // Subscribe HandleUpdate() function for processing update events
  184. SubscribeToEvent(E_UPDATE, HANDLER(Urho2DPhysics, HandleUpdate));
  185. // Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
  186. UnsubscribeFromEvent(E_SCENEUPDATE);
  187. }
  188. void Urho2DPhysics::HandleUpdate(StringHash eventType, VariantMap& eventData)
  189. {
  190. using namespace Update;
  191. // Take the frame time step, which is stored as a float
  192. float timeStep = eventData[P_TIMESTEP].GetFloat();
  193. // Move the camera, scale movement with time step
  194. MoveCamera(timeStep);
  195. }