Urho3D/bin/Data/LuaScripts/28_Urho2DPhysicsRope.lua
hdunderscore 467c4bd4e8 - Updated sample mouse mode setup.
- (Web) Removed some of the exit engine logic.
2016-03-27 20:01:22 +11:00

201 lines
7.9 KiB
Lua

-- 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()
-- Set the mouse mode to use in the sample
SampleInitMouseMode(MM_FREE)
-- 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
camera.zoom = 1.5 * Min(graphics.width / 1280, graphics.height / 800) -- Set zoom according to user's resolution to ensure full visibility (initial zoom (1.5) is set for full visibility at 1280x800 resolution)
-- 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["TimeStep"]:GetFloat()
-- 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