615 lines
29 KiB
C++
615 lines
29 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Container/Vector.h>
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/DebugRenderer.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/IO/FileSystem.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/Scene/SceneEvents.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/Text3D.h>
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#include <Urho3D/Urho2D/CollisionBox2D.h>
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#include <Urho3D/Urho2D/CollisionCircle2D.h>
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#include <Urho3D/Urho2D/CollisionEdge2D.h>
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#include <Urho3D/Urho2D/CollisionPolygon2D.h>
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#include <Urho3D/Urho2D/ConstraintDistance2D.h>
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#include <Urho3D/Urho2D/ConstraintFriction2D.h>
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#include <Urho3D/Urho2D/ConstraintGear2D.h>
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#include <Urho3D/Urho2D/ConstraintMotor2D.h>
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#include <Urho3D/Urho2D/ConstraintMouse2D.h>
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#include <Urho3D/Urho2D/ConstraintPrismatic2D.h>
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#include <Urho3D/Urho2D/ConstraintPulley2D.h>
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#include <Urho3D/Urho2D/ConstraintRevolute2D.h>
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#include <Urho3D/Urho2D/ConstraintRope2D.h>
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#include <Urho3D/Urho2D/ConstraintWeld2D.h>
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#include <Urho3D/Urho2D/ConstraintWheel2D.h>
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#include <Urho3D/Urho2D/Drawable2D.h>
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#include <Urho3D/Urho2D/PhysicsWorld2D.h>
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#include <Urho3D/Urho2D/RigidBody2D.h>
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#include <Urho3D/Urho2D/Sprite2D.h>
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#include <Urho3D/Urho2D/StaticSprite2D.h>
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#include "Urho2DConstraints.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(Urho2DConstraints)
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Node* pickedNode;
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RigidBody2D* dummyBody;
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Urho2DConstraints::Urho2DConstraints(Context* context) :
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Sample(context)
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{
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}
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void Urho2DConstraints::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the scene content
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CreateScene();
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// Enable OS cursor
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GetSubsystem<Input>()->SetMouseVisible(true);
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// Create the UI content
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CreateInstructions();
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// Hook up to the frame update events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_FREE);
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}
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void Urho2DConstraints::CreateScene()
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{
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scene_ = new Scene(context_);
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scene_->CreateComponent<Octree>();
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scene_->CreateComponent<DebugRenderer>();
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auto* physicsWorld = scene_->CreateComponent<PhysicsWorld2D>(); // Create 2D physics world component
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physicsWorld->SetDrawJoint(true); // Display the joints (Note that DrawDebugGeometry() must be set to true to acually draw the joints)
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drawDebug_ = true; // Set DrawDebugGeometry() to true
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// Create camera
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cameraNode_ = scene_->CreateChild("Camera");
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// Set camera's position
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cameraNode_->SetPosition(Vector3(0.0f, 0.0f, 0.0f)); // Note that Z setting is discarded; use camera.zoom instead (see MoveCamera() below for example)
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camera_ = cameraNode_->CreateComponent<Camera>();
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camera_->SetOrthographic(true);
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auto* graphics = GetSubsystem<Graphics>();
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camera_->SetOrthoSize((float)graphics->GetHeight() * PIXEL_SIZE);
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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)
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, camera_));
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auto* renderer = GetSubsystem<Renderer>();
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renderer->SetViewport(0, viewport);
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Zone* zone = renderer->GetDefaultZone();
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zone->SetFogColor(Color(0.1f, 0.1f, 0.1f)); // Set background color for the scene
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// Create 4x3 grid
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for (unsigned i = 0; i<5; ++i)
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{
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Node* edgeNode = scene_->CreateChild("VerticalEdge");
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auto* edgeBody = edgeNode->CreateComponent<RigidBody2D>();
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if (!dummyBody)
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dummyBody = edgeBody; // Mark first edge as dummy body (used by mouse pick)
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auto* edgeShape = edgeNode->CreateComponent<CollisionEdge2D>();
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edgeShape->SetVertices(Vector2(i*2.5f -5.0f, -3.0f), Vector2(i*2.5f -5.0f, 3.0f));
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edgeShape->SetFriction(0.5f); // Set friction
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}
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for (unsigned j = 0; j<4; ++j)
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{
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Node* edgeNode = scene_->CreateChild("HorizontalEdge");
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/*RigidBody2D* edgeBody = */edgeNode->CreateComponent<RigidBody2D>();
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auto* edgeShape = edgeNode->CreateComponent<CollisionEdge2D>();
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edgeShape->SetVertices(Vector2(-5.0f, j*2.0f -3.0f), Vector2(5.0f, j*2.0f -3.0f));
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edgeShape->SetFriction(0.5f); // Set friction
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}
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auto* cache = GetSubsystem<ResourceCache>();
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// Create a box (will be cloned later)
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Node* box = scene_->CreateChild("Box");
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box->SetPosition(Vector3(0.8f, -2.0f, 0.0f));
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auto* boxSprite = box->CreateComponent<StaticSprite2D>();
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boxSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Box.png"));
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auto* boxBody = box->CreateComponent<RigidBody2D>();
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boxBody->SetBodyType(BT_DYNAMIC);
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boxBody->SetLinearDamping(0.0f);
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boxBody->SetAngularDamping(0.0f);
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auto* shape = box->CreateComponent<CollisionBox2D>(); // Create box shape
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shape->SetSize(Vector2(0.32f, 0.32f)); // Set size
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shape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
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shape->SetFriction(0.5f); // Set friction
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shape->SetRestitution(0.1f); // Set restitution (slight bounce)
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// Create a ball (will be cloned later)
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Node* ball = scene_->CreateChild("Ball");
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ball->SetPosition(Vector3(1.8f, -2.0f, 0.0f));
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auto* ballSprite = ball->CreateComponent<StaticSprite2D>();
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ballSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Ball.png"));
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auto* ballBody = ball->CreateComponent<RigidBody2D>();
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ballBody->SetBodyType(BT_DYNAMIC);
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ballBody->SetLinearDamping(0.0f);
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ballBody->SetAngularDamping(0.0f);
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auto* ballShape = ball->CreateComponent<CollisionCircle2D>(); // Create circle shape
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ballShape->SetRadius(0.16f); // Set radius
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ballShape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
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ballShape->SetFriction(0.5f); // Set friction
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ballShape->SetRestitution(0.6f); // Set restitution: make it bounce
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// Create a polygon
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Node* polygon = scene_->CreateChild("Polygon");
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polygon->SetPosition(Vector3(1.6f, -2.0f, 0.0f));
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polygon->SetScale(0.7f);
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auto* polygonSprite = polygon->CreateComponent<StaticSprite2D>();
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polygonSprite->SetSprite(cache->GetResource<Sprite2D>("Urho2D/Aster.png"));
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auto* polygonBody = polygon->CreateComponent<RigidBody2D>();
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polygonBody->SetBodyType(BT_DYNAMIC);
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auto* polygonShape = polygon->CreateComponent<CollisionPolygon2D>();
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// TODO: create from PODVector<Vector2> using SetVertices()
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polygonShape->SetVertexCount(6); // Set number of vertices (mandatory when using SetVertex())
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polygonShape->SetVertex(0, Vector2(-0.8f, -0.3f));
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polygonShape->SetVertex(1, Vector2(0.5f, -0.8f));
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polygonShape->SetVertex(2, Vector2(0.8f, -0.3f));
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polygonShape->SetVertex(3, Vector2(0.8f, 0.5f));
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polygonShape->SetVertex(4, Vector2(0.5f, 0.9f));
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polygonShape->SetVertex(5, Vector2(-0.5f, 0.7f));
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polygonShape->SetDensity(1.0f); // Set shape density (kilograms per meter squared)
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polygonShape->SetFriction(0.3f); // Set friction
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polygonShape->SetRestitution(0.0f); // Set restitution (no bounce)
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// Create a ConstraintDistance2D
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CreateFlag("ConstraintDistance2D", -4.97f, 3.0f); // Display Text3D flag
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Node* boxDistanceNode = box->Clone();
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Node* ballDistanceNode = ball->Clone();
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auto* ballDistanceBody = ballDistanceNode->GetComponent<RigidBody2D>();
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boxDistanceNode->SetPosition(Vector3(-4.5f, 2.0f, 0.0f));
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ballDistanceNode->SetPosition(Vector3(-3.0f, 2.0f, 0.0f));
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auto* constraintDistance = boxDistanceNode->CreateComponent<ConstraintDistance2D>(); // Apply ConstraintDistance2D to box
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constraintDistance->SetOtherBody(ballDistanceBody); // Constrain ball to box
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constraintDistance->SetOwnerBodyAnchor(boxDistanceNode->GetPosition2D());
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constraintDistance->SetOtherBodyAnchor(ballDistanceNode->GetPosition2D());
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// Make the constraint soft (comment to make it rigid, which is its basic behavior)
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constraintDistance->SetFrequencyHz(4.0f);
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constraintDistance->SetDampingRatio(0.5f);
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// Create a ConstraintFriction2D ********** Not functional. From Box2d samples it seems that 2 anchors are required, Urho2D only provides 1, needs investigation ***********
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CreateFlag("ConstraintFriction2D", 0.03f, 1.0f); // Display Text3D flag
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Node* boxFrictionNode = box->Clone();
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Node* ballFrictionNode = ball->Clone();
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boxFrictionNode->SetPosition(Vector3(0.5f, 0.0f, 0.0f));
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ballFrictionNode->SetPosition(Vector3(1.5f, 0.0f, 0.0f));
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auto* constraintFriction = boxFrictionNode->CreateComponent<ConstraintFriction2D>(); // Apply ConstraintDistance2D to box
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constraintFriction->SetOtherBody(ballFrictionNode->GetComponent<RigidBody2D>()); // Constraint ball to box
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//constraintFriction->SetOwnerBodyAnchor(boxNode->GetPosition2D());
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//constraintFriction->SetOtherBodyAnchor(ballNode->GetPosition2D());
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//constraintFriction->SetMaxForce(10.0f); // ballBody.mass * gravity
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//constraintDistance->SetMaxTorque(10.0f); // ballBody.mass * radius * gravity
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// Create a ConstraintGear2D
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CreateFlag("ConstraintGear2D", -4.97f, -1.0f); // Display Text3D flag
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Node* baseNode = box->Clone();
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auto* tempBody = baseNode->GetComponent<RigidBody2D>(); // Get body to make it static
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tempBody->SetBodyType(BT_STATIC);
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baseNode->SetPosition(Vector3(-3.7f, -2.5f, 0.0f));
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Node* ball1Node = ball->Clone();
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ball1Node->SetPosition(Vector3(-4.5f, -2.0f, 0.0f));
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auto* ball1Body = ball1Node->GetComponent<RigidBody2D>();
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Node* ball2Node = ball->Clone();
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ball2Node->SetPosition(Vector3(-3.0f, -2.0f, 0.0f));
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auto* ball2Body = ball2Node->GetComponent<RigidBody2D>();
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auto* gear1 = baseNode->CreateComponent<ConstraintRevolute2D>(); // Apply constraint to baseBox
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gear1->SetOtherBody(ball1Body); // Constrain ball1 to baseBox
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gear1->SetAnchor(ball1Node->GetPosition2D());
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auto* gear2 = baseNode->CreateComponent<ConstraintRevolute2D>(); // Apply constraint to baseBox
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gear2->SetOtherBody(ball2Body); // Constrain ball2 to baseBox
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gear2->SetAnchor(ball2Node->GetPosition2D());
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auto* constraintGear = ball1Node->CreateComponent<ConstraintGear2D>(); // Apply constraint to ball1
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constraintGear->SetOtherBody(ball2Body); // Constrain ball2 to ball1
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constraintGear->SetOwnerConstraint(gear1);
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constraintGear->SetOtherConstraint(gear2);
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constraintGear->SetRatio(1.0f);
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ball1Body->ApplyAngularImpulse(0.015f, true); // Animate
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// Create a vehicle from a compound of 2 ConstraintWheel2Ds
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CreateFlag("ConstraintWheel2Ds compound", -2.45f, -1.0f); // Display Text3D flag
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Node* car = box->Clone();
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car->SetScale(Vector3(4.0f, 1.0f, 0.0f));
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car->SetPosition(Vector3(-1.2f, -2.3f, 0.0f));
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auto* tempSprite = car->GetComponent<StaticSprite2D>(); // Get car Sprite in order to draw it on top
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tempSprite->SetOrderInLayer(0); // Draw car on top of the wheels (set to -1 to draw below)
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Node* ball1WheelNode = ball->Clone();
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ball1WheelNode->SetPosition(Vector3(-1.6f, -2.5f, 0.0f));
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Node* ball2WheelNode = ball->Clone();
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ball2WheelNode->SetPosition(Vector3(-0.8f, -2.5f, 0.0f));
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auto* wheel1 = car->CreateComponent<ConstraintWheel2D>();
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wheel1->SetOtherBody(ball1WheelNode->GetComponent<RigidBody2D>());
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wheel1->SetAnchor(ball1WheelNode->GetPosition2D());
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wheel1->SetAxis(Vector2(0.0f, 1.0f));
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wheel1->SetMaxMotorTorque(20.0f);
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wheel1->SetFrequencyHz(4.0f);
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wheel1->SetDampingRatio(0.4f);
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auto* wheel2 = car->CreateComponent<ConstraintWheel2D>();
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wheel2->SetOtherBody(ball2WheelNode->GetComponent<RigidBody2D>());
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wheel2->SetAnchor(ball2WheelNode->GetPosition2D());
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wheel2->SetAxis(Vector2(0.0f, 1.0f));
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wheel2->SetMaxMotorTorque(10.0f);
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wheel2->SetFrequencyHz(4.0f);
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wheel2->SetDampingRatio(0.4f);
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// ConstraintMotor2D
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CreateFlag("ConstraintMotor2D", 2.53f, -1.0f); // Display Text3D flag
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Node* boxMotorNode = box->Clone();
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tempBody = boxMotorNode->GetComponent<RigidBody2D>(); // Get body to make it static
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tempBody->SetBodyType(BT_STATIC);
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Node* ballMotorNode = ball->Clone();
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boxMotorNode->SetPosition(Vector3(3.8f, -2.1f, 0.0f));
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ballMotorNode->SetPosition(Vector3(3.8f, -1.5f, 0.0f));
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auto* constraintMotor = boxMotorNode->CreateComponent<ConstraintMotor2D>();
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constraintMotor->SetOtherBody(ballMotorNode->GetComponent<RigidBody2D>()); // Constrain ball to box
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constraintMotor->SetLinearOffset(Vector2(0.0f, 0.8f)); // Set ballNode position relative to boxNode position = (0,0)
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constraintMotor->SetAngularOffset(0.1f);
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constraintMotor->SetMaxForce(5.0f);
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constraintMotor->SetMaxTorque(10.0f);
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constraintMotor->SetCorrectionFactor(1.0f);
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constraintMotor->SetCollideConnected(true); // doesn't work
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// ConstraintMouse2D is demonstrated in HandleMouseButtonDown() function. It is used to "grasp" the sprites with the mouse.
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CreateFlag("ConstraintMouse2D", 0.03f, -1.0f); // Display Text3D flag
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// Create a ConstraintPrismatic2D
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CreateFlag("ConstraintPrismatic2D", 2.53f, 3.0f); // Display Text3D flag
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Node* boxPrismaticNode = box->Clone();
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tempBody = boxPrismaticNode->GetComponent<RigidBody2D>(); // Get body to make it static
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tempBody->SetBodyType(BT_STATIC);
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Node* ballPrismaticNode = ball->Clone();
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boxPrismaticNode->SetPosition(Vector3(3.3f, 2.5f, 0.0f));
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ballPrismaticNode->SetPosition(Vector3(4.3f, 2.0f, 0.0f));
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auto* constraintPrismatic = boxPrismaticNode->CreateComponent<ConstraintPrismatic2D>();
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constraintPrismatic->SetOtherBody(ballPrismaticNode->GetComponent<RigidBody2D>()); // Constrain ball to box
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constraintPrismatic->SetAxis(Vector2(1.0f, 1.0f)); // Slide from [0,0] to [1,1]
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constraintPrismatic->SetAnchor(Vector2(4.0f, 2.0f));
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constraintPrismatic->SetLowerTranslation(-1.0f);
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constraintPrismatic->SetUpperTranslation(0.5f);
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constraintPrismatic->SetEnableLimit(true);
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constraintPrismatic->SetMaxMotorForce(1.0f);
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constraintPrismatic->SetMotorSpeed(0.0f);
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// ConstraintPulley2D
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CreateFlag("ConstraintPulley2D", 0.03f, 3.0f); // Display Text3D flag
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Node* boxPulleyNode = box->Clone();
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Node* ballPulleyNode = ball->Clone();
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boxPulleyNode->SetPosition(Vector3(0.5f, 2.0f, 0.0f));
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ballPulleyNode->SetPosition(Vector3(2.0f, 2.0f, 0.0f));
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auto* constraintPulley = boxPulleyNode->CreateComponent<ConstraintPulley2D>(); // Apply constraint to box
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constraintPulley->SetOtherBody(ballPulleyNode->GetComponent<RigidBody2D>()); // Constrain ball to box
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constraintPulley->SetOwnerBodyAnchor(boxPulleyNode->GetPosition2D());
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constraintPulley->SetOtherBodyAnchor(ballPulleyNode->GetPosition2D());
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constraintPulley->SetOwnerBodyGroundAnchor(boxPulleyNode->GetPosition2D() + Vector2(0.0f, 1.0f));
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constraintPulley->SetOtherBodyGroundAnchor(ballPulleyNode->GetPosition2D() + Vector2(0.0f, 1.0f));
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constraintPulley->SetRatio(1.0); // Weight ratio between ownerBody and otherBody
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// Create a ConstraintRevolute2D
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CreateFlag("ConstraintRevolute2D", -2.45f, 3.0f); // Display Text3D flag
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Node* boxRevoluteNode = box->Clone();
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tempBody = boxRevoluteNode->GetComponent<RigidBody2D>(); // Get body to make it static
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tempBody->SetBodyType(BT_STATIC);
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Node* ballRevoluteNode = ball->Clone();
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boxRevoluteNode->SetPosition(Vector3(-2.0f, 1.5f, 0.0f));
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ballRevoluteNode->SetPosition(Vector3(-1.0f, 2.0f, 0.0f));
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auto* constraintRevolute = boxRevoluteNode->CreateComponent<ConstraintRevolute2D>(); // Apply constraint to box
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constraintRevolute->SetOtherBody(ballRevoluteNode->GetComponent<RigidBody2D>()); // Constrain ball to box
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constraintRevolute->SetAnchor(Vector2(-1.0f, 1.5f));
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constraintRevolute->SetLowerAngle(-1.0f); // In radians
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constraintRevolute->SetUpperAngle(0.5f); // In radians
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constraintRevolute->SetEnableLimit(true);
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constraintRevolute->SetMaxMotorTorque(10.0f);
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constraintRevolute->SetMotorSpeed(0.0f);
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constraintRevolute->SetEnableMotor(true);
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// Create a ConstraintRope2D
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CreateFlag("ConstraintRope2D", -4.97f, 1.0f); // Display Text3D flag
|
|
Node* boxRopeNode = box->Clone();
|
|
tempBody = boxRopeNode->GetComponent<RigidBody2D>();
|
|
tempBody->SetBodyType(BT_STATIC);
|
|
Node* ballRopeNode = ball->Clone();
|
|
boxRopeNode->SetPosition(Vector3(-3.7f, 0.7f, 0.0f));
|
|
ballRopeNode->SetPosition(Vector3(-4.5f, 0.0f, 0.0f));
|
|
|
|
auto* constraintRope = boxRopeNode->CreateComponent<ConstraintRope2D>();
|
|
constraintRope->SetOtherBody(ballRopeNode->GetComponent<RigidBody2D>()); // Constrain ball to box
|
|
constraintRope->SetOwnerBodyAnchor(Vector2(0.0f, -0.5f)); // Offset from box (OwnerBody) : the rope is rigid from OwnerBody center to this ownerBodyAnchor
|
|
constraintRope->SetMaxLength(0.9f); // Rope length
|
|
constraintRope->SetCollideConnected(true);
|
|
|
|
// Create a ConstraintWeld2D
|
|
CreateFlag("ConstraintWeld2D", -2.45f, 1.0f); // Display Text3D flag
|
|
Node* boxWeldNode = box->Clone();
|
|
Node* ballWeldNode = ball->Clone();
|
|
boxWeldNode->SetPosition(Vector3(-0.5f, 0.0f, 0.0f));
|
|
ballWeldNode->SetPosition(Vector3(-2.0f, 0.0f, 0.0f));
|
|
|
|
auto* constraintWeld = boxWeldNode->CreateComponent<ConstraintWeld2D>();
|
|
constraintWeld->SetOtherBody(ballWeldNode->GetComponent<RigidBody2D>()); // Constrain ball to box
|
|
constraintWeld->SetAnchor(boxWeldNode->GetPosition2D());
|
|
constraintWeld->SetFrequencyHz(4.0f);
|
|
constraintWeld->SetDampingRatio(0.5f);
|
|
|
|
// Create a ConstraintWheel2D
|
|
CreateFlag("ConstraintWheel2D", 2.53f, 1.0f); // Display Text3D flag
|
|
Node* boxWheelNode = box->Clone();
|
|
Node* ballWheelNode = ball->Clone();
|
|
boxWheelNode->SetPosition(Vector3(3.8f, 0.0f, 0.0f));
|
|
ballWheelNode->SetPosition(Vector3(3.8f, 0.9f, 0.0f));
|
|
|
|
auto* constraintWheel = boxWheelNode->CreateComponent<ConstraintWheel2D>();
|
|
constraintWheel->SetOtherBody(ballWheelNode->GetComponent<RigidBody2D>()); // Constrain ball to box
|
|
constraintWheel->SetAnchor(ballWheelNode->GetPosition2D());
|
|
constraintWheel->SetAxis(Vector2(0.0f, 1.0f));
|
|
constraintWheel->SetEnableMotor(true);
|
|
constraintWheel->SetMaxMotorTorque(1.0f);
|
|
constraintWheel->SetMotorSpeed(0.0f);
|
|
constraintWheel->SetFrequencyHz(4.0f);
|
|
constraintWheel->SetDampingRatio(0.5f);
|
|
constraintWheel->SetCollideConnected(true); // doesn't work
|
|
}
|
|
|
|
void Urho2DConstraints::CreateFlag(const String& text, float x, float y) // Used to create Tex3D flags
|
|
{
|
|
Node* flagNode = scene_->CreateChild("Flag");
|
|
flagNode->SetPosition(Vector3(x, y, 0.0f));
|
|
auto* flag3D = flagNode->CreateComponent<Text3D>(); // We use Text3D in order to make the text affected by zoom (so that it sticks to 2D)
|
|
flag3D->SetText(text);
|
|
auto* cache = GetSubsystem<ResourceCache>();
|
|
flag3D->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
|
|
}
|
|
|
|
void Urho2DConstraints::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 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->SetTextAlignment(HA_CENTER); // Center rows in relation to each other
|
|
|
|
// Position the text relative to the screen center
|
|
instructionText->SetHorizontalAlignment(HA_CENTER);
|
|
instructionText->SetVerticalAlignment(VA_CENTER);
|
|
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
|
|
}
|
|
|
|
void Urho2DConstraints::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))
|
|
camera_->SetZoom(camera_->GetZoom() * 1.01f);
|
|
|
|
if (input->GetKeyDown(KEY_PAGEDOWN))
|
|
camera_->SetZoom(camera_->GetZoom() * 0.99f);
|
|
}
|
|
|
|
void Urho2DConstraints::SubscribeToEvents()
|
|
{
|
|
// Subscribe HandleUpdate() function for processing update events
|
|
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Urho2DConstraints, HandleUpdate));
|
|
|
|
// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request debug geometry
|
|
SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Urho2DConstraints, HandlePostRenderUpdate));
|
|
|
|
// Subscribe to mouse click
|
|
SubscribeToEvent(E_MOUSEBUTTONDOWN, URHO3D_HANDLER(Urho2DConstraints, HandleMouseButtonDown));
|
|
|
|
// Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
|
|
UnsubscribeFromEvent(E_SCENEUPDATE);
|
|
|
|
if (touchEnabled_)
|
|
SubscribeToEvent(E_TOUCHBEGIN, URHO3D_HANDLER(Urho2DConstraints, HandleTouchBegin3));
|
|
}
|
|
|
|
void Urho2DConstraints::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);
|
|
|
|
auto* input = GetSubsystem<Input>();
|
|
|
|
// Toggle physics debug geometry with space
|
|
if (input->GetKeyPress(KEY_SPACE))
|
|
drawDebug_ = !drawDebug_;
|
|
|
|
// Save scene
|
|
if (input->GetKeyPress(KEY_F5))
|
|
{
|
|
File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Constraints.xml", FILE_WRITE);
|
|
scene_->SaveXML(saveFile);
|
|
}
|
|
}
|
|
|
|
void Urho2DConstraints::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
auto* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
|
|
if (drawDebug_) physicsWorld->DrawDebugGeometry();
|
|
}
|
|
|
|
void Urho2DConstraints::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
auto* input = GetSubsystem<Input>();
|
|
auto* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
|
|
RigidBody2D* rigidBody = physicsWorld->GetRigidBody(input->GetMousePosition().x_, input->GetMousePosition().y_); // Raycast for RigidBody2Ds to pick
|
|
if (rigidBody)
|
|
{
|
|
pickedNode = rigidBody->GetNode();
|
|
//log.Info(pickedNode.name);
|
|
auto* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
|
|
staticSprite->SetColor(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
|
|
auto* constraintMouse = pickedNode->CreateComponent<ConstraintMouse2D>();
|
|
constraintMouse->SetTarget(GetMousePositionXY());
|
|
constraintMouse->SetMaxForce(1000 * rigidBody->GetMass());
|
|
constraintMouse->SetCollideConnected(true);
|
|
constraintMouse->SetOtherBody(dummyBody); // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
|
|
}
|
|
SubscribeToEvent(E_MOUSEMOVE, URHO3D_HANDLER(Urho2DConstraints, HandleMouseMove));
|
|
SubscribeToEvent(E_MOUSEBUTTONUP, URHO3D_HANDLER(Urho2DConstraints, HandleMouseButtonUp));
|
|
}
|
|
|
|
void Urho2DConstraints::HandleMouseButtonUp(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
if (pickedNode)
|
|
{
|
|
auto* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
|
|
staticSprite->SetColor(Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color
|
|
|
|
pickedNode->RemoveComponent<ConstraintMouse2D>(); // Remove temporary constraint
|
|
pickedNode = nullptr;
|
|
}
|
|
UnsubscribeFromEvent(E_MOUSEMOVE);
|
|
UnsubscribeFromEvent(E_MOUSEBUTTONUP);
|
|
}
|
|
|
|
Vector2 Urho2DConstraints::GetMousePositionXY()
|
|
{
|
|
auto* input = GetSubsystem<Input>();
|
|
auto* graphics = GetSubsystem<Graphics>();
|
|
Vector3 screenPoint = Vector3((float)input->GetMousePosition().x_ / graphics->GetWidth(), (float)input->GetMousePosition().y_ / graphics->GetHeight(), 0.0f);
|
|
Vector3 worldPoint = camera_->ScreenToWorldPoint(screenPoint);
|
|
return Vector2(worldPoint.x_, worldPoint.y_);
|
|
}
|
|
|
|
void Urho2DConstraints::HandleMouseMove(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
if (pickedNode)
|
|
{
|
|
auto* constraintMouse = pickedNode->GetComponent<ConstraintMouse2D>();
|
|
constraintMouse->SetTarget(GetMousePositionXY());
|
|
}
|
|
}
|
|
|
|
void Urho2DConstraints::HandleTouchBegin3(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
auto* graphics = GetSubsystem<Graphics>();
|
|
auto* physicsWorld = scene_->GetComponent<PhysicsWorld2D>();
|
|
using namespace TouchBegin;
|
|
RigidBody2D* rigidBody = physicsWorld->GetRigidBody(eventData[P_X].GetInt(), eventData[P_Y].GetInt()); // Raycast for RigidBody2Ds to pick
|
|
if (rigidBody)
|
|
{
|
|
pickedNode = rigidBody->GetNode();
|
|
auto* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
|
|
staticSprite->SetColor(Color(1.0f, 0.0f, 0.0f, 1.0f)); // Temporary modify color of the picked sprite
|
|
auto* rigidBody = pickedNode->GetComponent<RigidBody2D>();
|
|
|
|
// Create a ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with touch
|
|
auto* constraintMouse = pickedNode->CreateComponent<ConstraintMouse2D>();
|
|
Vector3 pos = camera_->ScreenToWorldPoint(Vector3((float)eventData[P_X].GetInt() / graphics->GetWidth(), (float)eventData[P_Y].GetInt() / graphics->GetHeight(), 0.0f));
|
|
constraintMouse->SetTarget(Vector2(pos.x_, pos.y_));
|
|
constraintMouse->SetMaxForce(1000 * rigidBody->GetMass());
|
|
constraintMouse->SetCollideConnected(true);
|
|
constraintMouse->SetOtherBody(dummyBody); // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
|
|
constraintMouse->SetDampingRatio(0);
|
|
}
|
|
SubscribeToEvent(E_TOUCHMOVE, URHO3D_HANDLER(Urho2DConstraints, HandleTouchMove3));
|
|
SubscribeToEvent(E_TOUCHEND, URHO3D_HANDLER(Urho2DConstraints, HandleTouchEnd3));
|
|
}
|
|
|
|
void Urho2DConstraints::HandleTouchMove3(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
if (pickedNode)
|
|
{
|
|
auto* graphics = GetSubsystem<Graphics>();
|
|
auto* constraintMouse = pickedNode->GetComponent<ConstraintMouse2D>();
|
|
using namespace TouchMove;
|
|
Vector3 pos = camera_->ScreenToWorldPoint(Vector3(float(eventData[P_X].GetInt()) / graphics->GetWidth(), float(eventData[P_Y].GetInt()) / graphics->GetHeight(), 0.0f));
|
|
constraintMouse->SetTarget(Vector2(pos.x_, pos.y_));
|
|
}
|
|
}
|
|
|
|
void Urho2DConstraints::HandleTouchEnd3(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
if (pickedNode)
|
|
{
|
|
auto* staticSprite = pickedNode->GetComponent<StaticSprite2D>();
|
|
staticSprite->SetColor(Color(1.0f, 1.0f, 1.0f, 1.0f)); // Restore picked sprite color
|
|
|
|
pickedNode->RemoveComponent<ConstraintMouse2D>(); // Remove temporary constraint
|
|
pickedNode = nullptr;
|
|
}
|
|
UnsubscribeFromEvent(E_TOUCHMOVE);
|
|
UnsubscribeFromEvent(E_TOUCHEND);
|
|
}
|