Urho3D/bin/Data/Scripts/32_Urho2DConstraints.as
2017-04-09 22:17:34 +03:00

511 lines
25 KiB
ActionScript

// Urho2D physics Constraints sample.
// This sample is designed to help understanding and chosing the right constraint.
// This sample demonstrates:
// - Creating physics constraints
// - Creating Edge and Polygon Shapes from vertices
// - Displaying physics debug geometry and constraints' joints
// - Using SetOrderInLayer to alter the way sprites are drawn in relation to each other
// - Using Text3D to display some text affected by zoom
// - Setting the background color for the scene
#include "Scripts/Utilities/Sample.as"
Camera@ camera;
Node@ pickedNode;
RigidBody2D@ dummyBody;
void Start()
{
SampleStart();
CreateScene();
input.mouseVisible = true; // Show mouse cursor
CreateInstructions();
// Set the mouse mode to use in the sample
SampleInitMouseMode(MM_FREE);
SubscribeToEvents();
}
void CreateScene()
{
scene_ = Scene();
scene_.CreateComponent("Octree");
scene_.CreateComponent("DebugRenderer");
PhysicsWorld2D@ physicsWorld = scene_.CreateComponent("PhysicsWorld2D");
physicsWorld.drawJoint = true; // Display the joints (Note that DrawDebugGeometry() must be set to true to acually draw the joints)
drawDebug = true; // Set DrawDebugGeometry() to true
// Create camera
cameraNode = scene_.CreateChild("Camera");
cameraNode.position = Vector3(0.0f, 0.0f, 0.0f); // Note that Z setting is discarded; use camera.zoom instead (see MoveCamera() below for example)
camera = cameraNode.CreateComponent("Camera");
camera.orthographic = true;
camera.orthoSize = graphics.height * PIXEL_SIZE;
camera.zoom = 1.2f * Min(graphics.width / 1280.0f, graphics.height / 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)
renderer.viewports[0] = Viewport(scene_, camera);
renderer.defaultZone.fogColor = Color(0.1f, 0.1f, 0.1f); // Set background color for the scene
// Create 4x3 grid
for (uint i = 0; i<5; ++i)
{
Node@ edgeNode = scene_.CreateChild("VerticalEdge");
RigidBody2D@ edgeBody = edgeNode.CreateComponent("RigidBody2D");
if (dummyBody is null)
dummyBody = edgeBody; // Mark first edge as dummy body (used by mouse pick)
CollisionEdge2D@ edgeShape = edgeNode.CreateComponent("CollisionEdge2D");
edgeShape.SetVertices(Vector2(i*2.5f -5.0f, -3.0f), Vector2(i*2.5f -5.0f, 3.0f));
edgeShape.friction = 0.5f; // Set friction
}
for (uint j = 0; j<4; ++j)
{
Node@ edgeNode = scene_.CreateChild("HorizontalEdge");
RigidBody2D@ edgeBody = edgeNode.CreateComponent("RigidBody2D");
CollisionEdge2D@ edgeShape = edgeNode.CreateComponent("CollisionEdge2D");
edgeShape.SetVertices(Vector2(-5.0f, j*2.0f -3.0f), Vector2(5.0f, j*2.0f -3.0f));
edgeShape.friction = 0.5f; // Set friction
}
// Create a box (will be cloned later)
Node@ box = scene_.CreateChild("Box");
box.position = Vector3(0.8f, -2.0f, 0.0f);
StaticSprite2D@ boxSprite = box.CreateComponent("StaticSprite2D");
boxSprite.sprite = cache.GetResource("Sprite2D", "Urho2D/Box.png");
RigidBody2D@ boxBody = box.CreateComponent("RigidBody2D");
boxBody.bodyType = BT_DYNAMIC;
boxBody.linearDamping = 0.0f;
boxBody.angularDamping = 0.0f;
CollisionBox2D@ shape = box.CreateComponent("CollisionBox2D"); // Create box shape
shape.size = Vector2(0.32, 0.32); // Set size
shape.density = 1.0f; // Set shape density (kilograms per meter squared)
shape.friction = 0.5f; // Set friction
shape.restitution = 0.1f; // Set restitution (slight bounce)
// Create a ball (will be cloned later)
Node@ ball = scene_.CreateChild("Ball");
ball.position = Vector3(1.8f, -2.0f, 0.0f);
StaticSprite2D@ ballSprite = ball.CreateComponent("StaticSprite2D");
ballSprite.sprite = cache.GetResource("Sprite2D", "Urho2D/Ball.png");
RigidBody2D@ ballBody = ball.CreateComponent("RigidBody2D");
ballBody.bodyType = BT_DYNAMIC;
ballBody.linearDamping = 0.0f;
ballBody.angularDamping = 0.0f;
CollisionCircle2D@ ballShape = ball.CreateComponent("CollisionCircle2D"); // Create circle shape
ballShape.radius = 0.16f; // Set radius
ballShape.density = 1.0f; // Set shape density (kilograms per meter squared)
ballShape.friction = 0.5f; // Set friction
ballShape.restitution = 0.6f; // Set restitution: make it bounce
// Create a polygon
Node@ polygon = scene_.CreateChild("Polygon");
polygon.position = Vector3(1.6f, -2.0f, 0.0f);
polygon.SetScale(0.7f);
StaticSprite2D@ polygonSprite = polygon.CreateComponent("StaticSprite2D");
polygonSprite.sprite = cache.GetResource("Sprite2D", "Urho2D/Aster.png");
RigidBody2D@ polygonBody = polygon.CreateComponent("RigidBody2D");
polygonBody.bodyType = BT_DYNAMIC;
CollisionPolygon2D@ polygonShape = polygon.CreateComponent("CollisionPolygon2D");
Array<Vector2> polygonVertices = {Vector2(-0.8f, -0.3f), Vector2(0.5f, -0.8f), Vector2(0.8f, -0.3f), Vector2(0.8f, 0.5f), Vector2(0.5f, 0.9f), Vector2(-0.5f, 0.7f)};
polygonShape.SetVertices(polygonVertices);
polygonShape.density = 1.0f; // Set shape density (kilograms per meter squared)
polygonShape.friction = 0.3f; // Set friction
polygonShape.restitution = 0.0f; // Set restitution (no bounce)
// Create a ConstraintDistance2D
CreateFlag("ConstraintDistance2D", -4.97f, 3.0f); // Display Text3D flag
Node@ boxDistanceNode = box.Clone();
Node@ ballDistanceNode = ball.Clone();
RigidBody2D@ ballDistanceBody = ballDistanceNode.GetComponent("RigidBody2D");
boxDistanceNode.position = Vector3(-4.5f, 2.0f, 0.0f);
ballDistanceNode.position = Vector3(-3.0f, 2.0f, 0.0f);
ConstraintDistance2D@ constraintDistance = boxDistanceNode.CreateComponent("ConstraintDistance2D"); // Apply ConstraintDistance2D to box
constraintDistance.otherBody = ballDistanceBody; // Constrain ball to box
constraintDistance.ownerBodyAnchor = boxDistanceNode.position2D;
constraintDistance.otherBodyAnchor = ballDistanceNode.position2D;
// Make the constraint soft (comment to make it rigid, which is its basic behavior)
constraintDistance.frequencyHz = 4.0f;
constraintDistance.dampingRatio = 0.5f;
// Create a ConstraintFriction2D ********** Not functional. From Box2d samples it seems that 2 anchors are required, Urho2D only provides 1, needs investigation ***********
CreateFlag("ConstraintFriction2D", 0.03f, 1.0f); // Display Text3D flag
Node@ boxFrictionNode = box.Clone();
Node@ ballFrictionNode = ball.Clone();
boxFrictionNode.position = Vector3(0.5f, 0.0f, 0.0f);
ballFrictionNode.position = Vector3(1.5f, 0.0f, 0.0f);
ConstraintFriction2D@ constraintFriction = boxFrictionNode.CreateComponent("ConstraintFriction2D"); // Apply ConstraintDistance2D to box
constraintFriction.otherBody = ballFrictionNode.GetComponent("RigidBody2D"); // Constraint ball to box
//constraintFriction.ownerBodyAnchor = boxNode.position2D;
//constraintFriction.otherBodyAnchor = ballNode.position2D;
//constraintFriction.maxForce = 10.0f; // ballBody.mass * gravity
//constraintDistance.maxTorque = 10.0f; // ballBody.mass * radius * gravity
// Create a ConstraintGear2D
CreateFlag("ConstraintGear2D", -4.97f, -1.0f); // Display Text3D flag
Node@ baseNode = box.Clone();
RigidBody2D@ tempBody = baseNode.GetComponent("RigidBody2D"); // Get body to make it static
tempBody.bodyType = BT_STATIC;
baseNode.position = Vector3(-3.7f, -2.5f, 0.0f);
Node@ ball1Node = ball.Clone();
ball1Node.position = Vector3(-4.5f, -2.0f, 0.0f);
RigidBody2D@ ball1Body = ball1Node.GetComponent("RigidBody2D");
Node@ ball2Node = ball.Clone();
ball2Node.position = Vector3(-3.0f, -2.0f, 0.0f);
RigidBody2D@ ball2Body = ball2Node.GetComponent("RigidBody2D");
ConstraintRevolute2D@ gear1 = baseNode.CreateComponent("ConstraintRevolute2D"); // Apply constraint to baseBox
gear1.otherBody = ball1Body; // Constrain ball1 to baseBox
gear1.anchor = ball1Node.position2D;
ConstraintRevolute2D@ gear2 = baseNode.CreateComponent("ConstraintRevolute2D"); // Apply constraint to baseBox
gear2.otherBody = ball2Body; // Constrain ball2 to baseBox
gear2.anchor = ball2Node.position2D;
ConstraintGear2D@ constraintGear = ball1Node.CreateComponent("ConstraintGear2D"); // Apply constraint to ball1
constraintGear.otherBody = ball2Body; // Constrain ball2 to ball1
constraintGear.ownerConstraint = gear1;
constraintGear.otherConstraint = gear2;
constraintGear.ratio=1.0f;
ball1Body.ApplyAngularImpulse(0.015f, true); // Animate
// Create a vehicle from a compound of 2 ConstraintWheel2Ds
CreateFlag("ConstraintWheel2Ds compound", -2.45f, -1.0f); // Display Text3D flag
Node@ car = box.Clone();
car.scale = Vector3(4.0f, 1.0f, 0.0f);
car.position = Vector3(-1.2f, -2.3f, 0.0f);
StaticSprite2D@ tempSprite = car.GetComponent("StaticSprite2D"); // Get car Sprite in order to draw it on top
tempSprite.orderInLayer = 0; // Draw car on top of the wheels (set to -1 to draw below)
Node@ ball1WheelNode = ball.Clone();
ball1WheelNode.position = Vector3(-1.6f, -2.5f, 0.0f);
Node@ ball2WheelNode = ball.Clone();
ball2WheelNode.position = Vector3(-0.8f, -2.5f, 0.0f);
ConstraintWheel2D@ wheel1 = car.CreateComponent("ConstraintWheel2D");
wheel1.otherBody = ball1WheelNode.GetComponent("RigidBody2D");
wheel1.anchor = ball1WheelNode.position2D;
wheel1.axis = Vector2(0.0f, 1.0f);
wheel1.maxMotorTorque = 20.0f;
wheel1.frequencyHz = 4.0f;
wheel1.dampingRatio = 0.4f;
ConstraintWheel2D@ wheel2 = car.CreateComponent("ConstraintWheel2D");
wheel2.otherBody = ball2WheelNode.GetComponent("RigidBody2D");
wheel2.anchor = ball2WheelNode.position2D;
wheel2.axis = Vector2(0.0f, 1.0f);
wheel2.maxMotorTorque = 10.0f;
wheel2.frequencyHz = 4.0f;
wheel2.dampingRatio = 0.4f;
// ConstraintMotor2D
CreateFlag("ConstraintMotor2D", 2.53f, -1.0f); // Display Text3D flag
Node@ boxMotorNode = box.Clone();
tempBody = boxMotorNode.GetComponent("RigidBody2D"); // Get body to make it static
tempBody.bodyType = BT_STATIC;
Node@ ballMotorNode = ball.Clone();
boxMotorNode.position = Vector3(3.8f, -2.1f, 0.0f);
ballMotorNode.position = Vector3(3.8f, -1.5f, 0.0f);
ConstraintMotor2D@ constraintMotor = boxMotorNode.CreateComponent("ConstraintMotor2D");
constraintMotor.otherBody = ballMotorNode.GetComponent("RigidBody2D"); // Constrain ball to box
constraintMotor.linearOffset = Vector2(0.0f, 0.8f); // Set ballNode position relative to boxNode position = (0,0)
constraintMotor.angularOffset = 0.1f;
constraintMotor.maxForce = 5.0f;
constraintMotor.maxTorque = 10.0f;
constraintMotor.correctionFactor = 1.0f;
constraintMotor.collideConnected = true; // doesn't work
// ConstraintMouse2D is demonstrated in HandleMouseButtonDown() function. It is used to "grasp" the sprites with the mouse.
CreateFlag("ConstraintMouse2D", 0.03f, -1.0f); // Display Text3D flag
// Create a ConstraintPrismatic2D
CreateFlag("ConstraintPrismatic2D", 2.53f, 3.0f); // Display Text3D flag
Node@ boxPrismaticNode = box.Clone();
tempBody = boxPrismaticNode.GetComponent("RigidBody2D"); // Get body to make it static
tempBody.bodyType = BT_STATIC;
Node@ ballPrismaticNode = ball.Clone();
boxPrismaticNode.position = Vector3(3.3f, 2.5f, 0.0f);
ballPrismaticNode.position = Vector3(4.3f, 2.0f, 0.0f);
ConstraintPrismatic2D@ constraintPrismatic = boxPrismaticNode.CreateComponent("ConstraintPrismatic2D");
constraintPrismatic.otherBody = ballPrismaticNode.GetComponent("RigidBody2D"); // Constrain ball to box
constraintPrismatic.axis = Vector2(1.0f, 1.0f); // Slide from [0,0] to [1,1]
constraintPrismatic.anchor = Vector2(4.0f, 2.0f);
constraintPrismatic.lowerTranslation = -1.0f;
constraintPrismatic.upperTranslation = 0.5f;
constraintPrismatic.enableLimit = true;
constraintPrismatic.maxMotorForce = 1.0f;
constraintPrismatic.motorSpeed = 0.0f;
// ConstraintPulley2D
CreateFlag("ConstraintPulley2D", 0.03f, 3.0f); // Display Text3D flag
Node@ boxPulleyNode = box.Clone();
Node@ ballPulleyNode = ball.Clone();
boxPulleyNode.position = Vector3(0.5f, 2.0f, 0.0f);
ballPulleyNode.position = Vector3(2.0f, 2.0f, 0.0f);
ConstraintPulley2D@ constraintPulley = boxPulleyNode.CreateComponent("ConstraintPulley2D"); // Apply constraint to box
constraintPulley.otherBody = ballPulleyNode.GetComponent("RigidBody2D"); // Constrain ball to box
constraintPulley.ownerBodyAnchor = boxPulleyNode.position2D;
constraintPulley.otherBodyAnchor = ballPulleyNode.position2D;
constraintPulley.ownerBodyGroundAnchor = boxPulleyNode.position2D + Vector2(0.0f, 1.0f);
constraintPulley.otherBodyGroundAnchor = ballPulleyNode.position2D + Vector2(0.0f, 1.0f);
constraintPulley.ratio = 1.0; // Weight ratio between ownerBody and otherBody
// Create a ConstraintRevolute2D
CreateFlag("ConstraintRevolute2D", -2.45f, 3.0f); // Display Text3D flag
Node@ boxRevoluteNode = box.Clone();
tempBody = boxRevoluteNode.GetComponent("RigidBody2D"); // Get body to make it static
tempBody.bodyType = BT_STATIC;
Node@ ballRevoluteNode = ball.Clone();
boxRevoluteNode.position = Vector3(-2.0f, 1.5f, 0.0f);
ballRevoluteNode.position = Vector3(-1.0f, 2.0f, 0.0f);
ConstraintRevolute2D@ constraintRevolute = boxRevoluteNode.CreateComponent("ConstraintRevolute2D"); // Apply constraint to box
constraintRevolute.otherBody = ballRevoluteNode.GetComponent("RigidBody2D"); // Constrain ball to box
constraintRevolute.anchor = Vector2(-1.0f, 1.5f);
constraintRevolute.lowerAngle = -1.0f; // In radians
constraintRevolute.upperAngle = 0.5f; // In radians
constraintRevolute.enableLimit = true;
constraintRevolute.maxMotorTorque = 10.0f;
constraintRevolute.motorSpeed = 0.0f;
constraintRevolute.enableMotor = true;
// Create a ConstraintRope2D
CreateFlag("ConstraintRope2D", -4.97f, 1.0f); // Display Text3D flag
Node@ boxRopeNode = box.Clone();
tempBody = boxRopeNode.GetComponent("RigidBody2D");
tempBody.bodyType = BT_STATIC;
Node@ ballRopeNode = ball.Clone();
boxRopeNode.position = Vector3(-3.7f, 0.7f, 0.0f);
ballRopeNode.position = Vector3(-4.5f, 0.0f, 0.0f);
ConstraintRope2D@ constraintRope = boxRopeNode.CreateComponent("ConstraintRope2D");
constraintRope.otherBody = ballRopeNode.GetComponent("RigidBody2D"); // Constrain ball to box
constraintRope.ownerBodyAnchor = Vector2(0.0f, -0.5f); // Offset from box (OwnerBody) : the rope is rigid from OwnerBody center to this ownerBodyAnchor
constraintRope.maxLength = 0.9f; // Rope length
constraintRope.collideConnected = true;
// Create a ConstraintWeld2D
CreateFlag("ConstraintWeld2D", -2.45f, 1.0f); // Display Text3D flag
Node@ boxWeldNode = box.Clone();
Node@ ballWeldNode = ball.Clone();
boxWeldNode.position = Vector3(-0.5f, 0.0f, 0.0f);
ballWeldNode.position = Vector3(-2.0f, 0.0f, 0.0f);
ConstraintWeld2D@ constraintWeld = boxWeldNode.CreateComponent("ConstraintWeld2D");
constraintWeld.otherBody = ballWeldNode.GetComponent("RigidBody2D"); // Constrain ball to box
constraintWeld.anchor = boxWeldNode.position2D;
constraintWeld.frequencyHz = 4.0f;
constraintWeld.dampingRatio = 0.5f;
// Create a ConstraintWheel2D
CreateFlag("ConstraintWheel2D", 2.53f, 1.0f); // Display Text3D flag
Node@ boxWheelNode = box.Clone();
Node@ ballWheelNode = ball.Clone();
boxWheelNode.position = Vector3(3.8f, 0.0f, 0.0f);
ballWheelNode.position = Vector3(3.8f, 0.9f, 0.0f);
ConstraintWheel2D@ constraintWheel = boxWheelNode.CreateComponent("ConstraintWheel2D");
constraintWheel.otherBody = ballWheelNode.GetComponent("RigidBody2D"); // Constrain ball to box
constraintWheel.anchor = ballWheelNode.position2D;
constraintWheel.axis = Vector2(0.0f, 1.0f);
constraintWheel.enableMotor = true;
constraintWheel.maxMotorTorque = 1.0f;
constraintWheel.motorSpeed = 0.0f;
constraintWheel.frequencyHz = 4.0f;
constraintWheel.dampingRatio = 0.5f;
constraintWheel.collideConnected = true; // doesn't work
}
void CreateFlag(const String&in text, float x, float y) // Used to create Tex3D flags
{
Node@ flagNode = scene_.CreateChild("Flag");
flagNode.position = Vector3(x, y, 0.0f);
Text3D@ flag3D = flagNode.CreateComponent("Text3D"); // We use Text3D in order to make the text affected by zoom (so that it sticks to 2D)
flag3D.text = text;
flag3D.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
}
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.\n Space to toggle debug geometry and joints - F5 to save the scene.";
instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
instructionText.textAlignment = HA_CENTER; // Center rows in relation to each other
// Position the text relative to the screen center
instructionText.horizontalAlignment = HA_CENTER;
instructionText.verticalAlignment = VA_CENTER;
instructionText.SetPosition(0.0f, ui.root.height / 4);
}
void MoveCamera(float timeStep)
{
if (ui.focusElement !is null) return; // Do not move if the UI has a focused element (the console)
uint MOVE_SPEED = 4; // Movement speed as world units per second
// 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.zoom = camera.zoom * 1.01f; // Zoom In
if (input.keyDown[KEY_PAGEDOWN]) camera.zoom = camera.zoom * 0.99f; // Zoom Out
}
void SubscribeToEvents()
{
SubscribeToEvent("Update", "HandleUpdate");
SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
SubscribeToEvent("MouseButtonDown", "HandleMouseButtonDown");
if (touchEnabled)
SubscribeToEvent("TouchBegin", "HandleTouchBegin3");
// Unsubscribe the SceneUpdate event from base class to prevent camera pitch and yaw in 2D sample
UnsubscribeFromEvent("SceneUpdate");
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
float timeStep = eventData["TimeStep"].GetFloat();
MoveCamera(timeStep); // Move the camera according to frame's time step
if (input.keyPress[KEY_SPACE]) drawDebug = !drawDebug; // Toggle debug geometry with space
if (input.keyPress[KEY_F5]) // Save scene
{
File saveFile(fileSystem.programDir + "Data/Scenes/Constraints.xml", FILE_WRITE);
scene_.SaveXML(saveFile);
}
}
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
PhysicsWorld2D@ physicsWorld = scene_.GetComponent("PhysicsWorld2D");
if (drawDebug) physicsWorld.DrawDebugGeometry();
}
void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
{
PhysicsWorld2D@ physicsWorld = scene_.GetComponent("PhysicsWorld2D");
RigidBody2D@ rigidBody = physicsWorld.GetRigidBody(input.mousePosition.x, input.mousePosition.y, M_MAX_UNSIGNED); // Raycast for RigidBody2Ds to pick
if (rigidBody !is null)
{
pickedNode = rigidBody.node;
StaticSprite2D@ staticSprite = pickedNode.GetComponent("StaticSprite2D");
staticSprite.color = 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
ConstraintMouse2D@ constraintMouse = pickedNode.CreateComponent("ConstraintMouse2D");
constraintMouse.target = GetMousePositionXY();
constraintMouse.maxForce = 1000 * rigidBody.mass;
constraintMouse.collideConnected = true;
constraintMouse.otherBody = dummyBody; // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
}
SubscribeToEvent("MouseMove", "HandleMouseMove");
SubscribeToEvent("MouseButtonUp", "HandleMouseButtonUp");
}
void HandleMouseButtonUp(StringHash eventType, VariantMap& eventData)
{
if (pickedNode !is null)
{
StaticSprite2D@ staticSprite = pickedNode.GetComponent("StaticSprite2D");
staticSprite.color = Color(1.0f, 1.0f, 1.0f, 1.0f); // Restore picked sprite color
pickedNode.RemoveComponent("ConstraintMouse2D"); // Remove temporary constraint
pickedNode = null;
}
UnsubscribeFromEvent("MouseMove");
UnsubscribeFromEvent("MouseButtonUp");
}
Vector2 GetMousePositionXY()
{
Vector3 screenPoint = Vector3(float(input.mousePosition.x) / graphics.width, float(input.mousePosition.y) / graphics.height, 0.0f);
Vector3 worldPoint = camera.ScreenToWorldPoint(screenPoint);
return Vector2(worldPoint.x, worldPoint.y);
}
void HandleMouseMove(StringHash eventType, VariantMap& eventData)
{
if (pickedNode !is null)
{
ConstraintMouse2D@ constraintMouse = pickedNode.GetComponent("ConstraintMouse2D");
constraintMouse.target = GetMousePositionXY();
}
}
void HandleTouchBegin3(StringHash eventType, VariantMap& eventData)
{
PhysicsWorld2D@ physicsWorld = scene_.GetComponent("PhysicsWorld2D");
RigidBody2D@ rigidBody = physicsWorld.GetRigidBody(eventData["X"].GetInt(), eventData["Y"].GetInt(), M_MAX_UNSIGNED); // Raycast for RigidBody2Ds to pick
if (rigidBody !is null)
{
pickedNode = rigidBody.node;
StaticSprite2D@ staticSprite = pickedNode.GetComponent("StaticSprite2D");
staticSprite.color = Color(1.0f, 0.0f, 0.0f, 1.0f); // Temporary modify color of the picked sprite
RigidBody2D@ rigidBody = pickedNode.GetComponent("RigidBody2D");
// Create a ConstraintMouse2D - Temporary apply this constraint to the pickedNode to allow grasping and moving with touch
ConstraintMouse2D@ constraintMouse = pickedNode.CreateComponent("ConstraintMouse2D");
Vector3 pos = camera.ScreenToWorldPoint(Vector3(float(eventData["X"].GetInt()) / graphics.width, float(eventData["Y"].GetInt()) / graphics.height, 0.0f));
constraintMouse.target = Vector2(pos.x, pos.y);
constraintMouse.maxForce = 1000 * rigidBody.mass;
constraintMouse.collideConnected = true;
constraintMouse.otherBody = dummyBody; // Use dummy body instead of rigidBody. It's better to create a dummy body automatically in ConstraintMouse2D
constraintMouse.dampingRatio = 0;
}
SubscribeToEvent("TouchMove", "HandleTouchMove3");
SubscribeToEvent("TouchEnd", "HandleTouchEnd3");
}
void HandleTouchMove3(StringHash eventType, VariantMap& eventData)
{
if (pickedNode !is null)
{
ConstraintMouse2D@ constraintMouse = pickedNode.GetComponent("ConstraintMouse2D");
Vector3 pos = camera.ScreenToWorldPoint(Vector3(float(eventData["X"].GetInt()) / graphics.width, float(eventData["Y"].GetInt()) / graphics.height, 0.0f));
constraintMouse.target = Vector2(pos.x, pos.y);
}
}
void HandleTouchEnd3(StringHash eventType, VariantMap& eventData)
{
if (pickedNode !is null)
{
StaticSprite2D@ staticSprite = pickedNode.GetComponent("StaticSprite2D");
staticSprite.color = Color(1.0f, 1.0f, 1.0f, 1.0f); // Restore picked sprite color
pickedNode.RemoveComponent("ConstraintMouse2D"); // Remove temporary constraint
pickedNode = null;
}
UnsubscribeFromEvent("TouchMove");
UnsubscribeFromEvent("TouchEnd");
}
// 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>";