Urho3D/Source/Samples/27_Urho2DPhysics/Urho2DPhysics.cpp
2020-01-05 06:21:40 +00:00

242 lines
8.2 KiB
C++

//
// Copyright (c) 2008-2020 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Graphics/Camera.h>
#include <Urho3D/Graphics/DebugRenderer.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Graphics/Octree.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/Scene/SceneEvents.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/UI/Text.h>
#include <Urho3D/Urho2D/CollisionBox2D.h>
#include <Urho3D/Urho2D/CollisionCircle2D.h>
#include <Urho3D/Urho2D/Drawable2D.h>
#include <Urho3D/Urho2D/PhysicsWorld2D.h>
#include <Urho3D/Urho2D/RigidBody2D.h>
#include <Urho3D/Urho2D/Sprite2D.h>
#include <Urho3D/Urho2D/StaticSprite2D.h>
#include "Urho2DPhysics.h"
#include <Urho3D/DebugNew.h>
URHO3D_DEFINE_APPLICATION_MAIN(Urho2DPhysics)
static const unsigned NUM_OBJECTS = 100;
Urho2DPhysics::Urho2DPhysics(Context* context) :
Sample(context)
{
}
void Urho2DPhysics::Start()
{
// Execute base class startup
Sample::Start();
// 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();
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_FREE);
}
void Urho2DPhysics::CreateScene()
{
scene_ = new Scene(context_);
scene_->CreateComponent<Octree>();
scene_->CreateComponent<DebugRenderer>();
// Create camera node
cameraNode_ = scene_->CreateChild("Camera");
// Set camera's position
cameraNode_->SetPosition(Vector3(0.0f, 0.0f, -10.0f));
auto* camera = cameraNode_->CreateComponent<Camera>();
camera->SetOrthographic(true);
auto* graphics = GetSubsystem<Graphics>();
camera->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
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)
// Create 2D physics world component
/*PhysicsWorld2D* physicsWorld = */scene_->CreateComponent<PhysicsWorld2D>();
auto* cache = GetSubsystem<ResourceCache>();
auto* boxSprite = cache->GetResource<Sprite2D>("Urho2D/Box.png");
auto* ballSprite = cache->GetResource<Sprite2D>("Urho2D/Ball.png");
// Create ground.
Node* groundNode = scene_->CreateChild("Ground");
groundNode->SetPosition(Vector3(0.0f, -3.0f, 0.0f));
groundNode->SetScale(Vector3(200.0f, 1.0f, 0.0f));
// Create 2D rigid body for gound
/*RigidBody2D* groundBody = */groundNode->CreateComponent<RigidBody2D>();
auto* groundSprite = groundNode->CreateComponent<StaticSprite2D>();
groundSprite->SetSprite(boxSprite);
// Create box collider for ground
auto* groundShape = groundNode->CreateComponent<CollisionBox2D>();
// Set box size
groundShape->SetSize(Vector2(0.32f, 0.32f));
// Set friction
groundShape->SetFriction(0.5f);
for (unsigned i = 0; i < NUM_OBJECTS; ++i)
{
Node* node = scene_->CreateChild("RigidBody");
node->SetPosition(Vector3(Random(-0.1f, 0.1f), 5.0f + i * 0.4f, 0.0f));
// Create rigid body
auto* body = node->CreateComponent<RigidBody2D>();
body->SetBodyType(BT_DYNAMIC);
auto* staticSprite = node->CreateComponent<StaticSprite2D>();
if (i % 2 == 0)
{
staticSprite->SetSprite(boxSprite);
// Create box
auto* box = node->CreateComponent<CollisionBox2D>();
// Set size
box->SetSize(Vector2(0.32f, 0.32f));
// Set density
box->SetDensity(1.0f);
// Set friction
box->SetFriction(0.5f);
// Set restitution
box->SetRestitution(0.1f);
}
else
{
staticSprite->SetSprite(ballSprite);
// Create circle
auto* circle = node->CreateComponent<CollisionCircle2D>();
// Set radius
circle->SetRadius(0.16f);
// Set density
circle->SetDensity(1.0f);
// Set friction.
circle->SetFriction(0.5f);
// Set restitution
circle->SetRestitution(0.1f);
}
}
}
void Urho2DPhysics::CreateInstructions()
{
auto* cache = GetSubsystem<ResourceCache>();
auto* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
auto* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText("Use WASD keys to move, use PageUp PageDown keys to zoom.");
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
void Urho2DPhysics::SetupViewport()
{
auto* renderer = GetSubsystem<Renderer>();
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
renderer->SetViewport(0, viewport);
}
void Urho2DPhysics::MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (GetSubsystem<UI>()->GetFocusElement())
return;
auto* input = GetSubsystem<Input>();
// 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->GetKeyDown(KEY_W))
cameraNode_->Translate(Vector3::UP * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_S))
cameraNode_->Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_A))
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_D))
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
if (input->GetKeyDown(KEY_PAGEUP))
{
auto* camera = cameraNode_->GetComponent<Camera>();
camera->SetZoom(camera->GetZoom() * 1.01f);
}
if (input->GetKeyDown(KEY_PAGEDOWN))
{
auto* camera = cameraNode_->GetComponent<Camera>();
camera->SetZoom(camera->GetZoom() * 0.99f);
}
}
void Urho2DPhysics::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Urho2DPhysics, HandleUpdate));
// Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
UnsubscribeFromEvent(E_SCENEUPDATE);
}
void Urho2DPhysics::HandleUpdate(StringHash eventType, VariantMap& eventData)
{
using namespace Update;
// Take the frame time step, which is stored as a float
float timeStep = eventData[P_TIMESTEP].GetFloat();
// Move the camera, scale movement with time step
MoveCamera(timeStep);
}