Urho3D/bin/Data/Scripts/28_Urho2DPhysicsRope.as
2017-04-09 22:17:34 +03:00

207 lines
8.0 KiB
ActionScript

// Urho2D physics rope sample.
// This sample demonstrates.
// - Create revolute constraint
// - Create roop constraint
// - 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();
// Set the mouse mode to use in the sample
SampleInitMouseMode(MM_FREE);
// 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, 5.0f, -10.0f);
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.orthographic = true;
camera.orthoSize = graphics.height * 0.05f;
camera.zoom = 1.5f * Min(graphics.width / 1280.0f, graphics.height / 800.0f); // 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
PhysicsWorld2D@ physicsWorld = scene_.CreateComponent("PhysicsWorld2D");
physicsWorld.drawJoint = true;
// Create ground.
Node@ groundNode = scene_.CreateChild("Ground");
// Create 2D rigid body for gound
RigidBody2D@ groundBody = groundNode.CreateComponent("RigidBody2D");
// Create edge collider for ground
CollisionEdge2D@ groundShape = groundNode.CreateComponent("CollisionEdge2D");
groundShape.SetVertices(Vector2(-40.0f, 0.0f), Vector2(40.0f, 0.0f));
const float y = 15.0f;
RigidBody2D@ prevBody = groundBody;
const uint NUM_OBJECTS = 10;
for (uint i = 0; i < NUM_OBJECTS; ++i)
{
Node@ node = scene_.CreateChild("RigidBody");
// Create rigid body
RigidBody2D@ body = node.CreateComponent("RigidBody2D");
body.bodyType = BT_DYNAMIC;
// Create box
CollisionBox2D@ box = node.CreateComponent("CollisionBox2D");
// Set friction
box.friction = 0.2f;
// Set mask bits.
box.maskBits = 0xFFFF & ~0x0002;
if (i == NUM_OBJECTS - 1)
{
node.position = Vector3(1.0f * i, y, 0.0f);
body.angularDamping = 0.4f;
box.SetSize(3.0f, 3.0f);
box.density = 100.0f;
box.categoryBits = 0x0002;
}
else
{
node.position = Vector3(0.5f + 1.0f * i, y, 0.0f);
box.SetSize(1.0f, 0.25f);
box.density = 20.0f;
box.categoryBits = 0x0001;
}
ConstraintRevolute2D@ joint = node.CreateComponent("ConstraintRevolute2D");
joint.otherBody = prevBody;
joint.anchor = Vector2(i, y);
joint.collideConnected = false;
prevBody = body;
}
ConstraintRope2D@ constraintRope = groundNode.CreateComponent("ConstraintRope2D");
constraintRope.otherBody = prevBody;
constraintRope.ownerBodyAnchor = Vector2(0.0f, y);
constraintRope.maxLength = NUM_OBJECTS - 1.0f + 0.01f;
}
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[KEY_W])
cameraNode.Translate(Vector3::UP * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_S])
cameraNode.Translate(Vector3::DOWN * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_A])
cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_D])
cameraNode.Translate(Vector3::RIGHT * 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);
PhysicsWorld2D@ physicsWorld = scene_.GetComponent("PhysicsWorld2D");
physicsWorld.DrawDebugGeometry();
}
// 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>";