Example #1
0
    public Node CreateHead(Sprite2D sprite, Vector3 relativePosition, float colliderRadius, Vector2 neckAnchor)
    {
        Node head = Racer2D.CreateSpriteNode(sprite);

        head.SetPosition(relativePosition);
        Racer2D.AddCollider <CollisionCircle2D>(head).SetRadius(colliderRadius);

        // This is the actual neck joint
        ConstraintRevolute2D joint = head.CreateComponent <ConstraintRevolute2D>();

        joint.SetOtherBody(_rigidBody);
        joint.SetAnchor(neckAnchor);

        // This is the spring, it's attached to the body with an offset
        ConstraintDistance2D spring = head.CreateComponent <ConstraintDistance2D>();

        spring.SetOtherBody(_rigidBody);
        spring.SetOwnerBodyAnchor(-Vector2.UnitY * 2);
        spring.SetOtherBodyAnchor(Node.WorldToLocal2D(head.WorldPosition2D - Vector2.UnitY * 2));
        spring.SetFrequencyHz(3);
        spring.SetDampingRatio(0.4f);

        return(head);
    }
        void CreateScene()
        {
            scene = new Scene();
            scene.CreateComponent <Octree>();
            scene.CreateComponent <DebugRenderer>();
            PhysicsWorld2D physicsWorld = scene.CreateComponent <PhysicsWorld2D>(); // Create 2D physics world component

            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");
            // Set camera's position
            CameraNode.Position = (new 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;

            var graphics = Graphics;

            camera.OrthoSize = (float)graphics.Height * PixelSize;
            camera.Zoom      = 1.2f * Math.Min((float)graphics.Width / 1280.0f, (float)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)

            // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
            Viewport viewport = new Viewport(Context, scene, camera, null);
            Renderer renderer = Renderer;

            renderer.SetViewport(0, viewport);

            Zone zone = renderer.DefaultZone;

            zone.FogColor = (new 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 == null)
                {
                    dummyBody = edgeBody; // Mark first edge as dummy body (used by mouse pick)
                }
                CollisionEdge2D edgeShape = edgeNode.CreateComponent <CollisionEdge2D>();
                edgeShape.SetVertices(new Vector2(i * 2.5f - 5.0f, -3.0f), new 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(new Vector2(-5.0f, j * 2.0f - 3.0f), new Vector2(5.0f, j * 2.0f - 3.0f));
                edgeShape.Friction = 0.5f; // Set friction
            }

            var cache = ResourceCache;

            // Create a box (will be cloned later)
            Node box = scene.CreateChild("Box");

            box.Position = (new Vector3(0.8f, -2.0f, 0.0f));
            StaticSprite2D boxSprite = box.CreateComponent <StaticSprite2D>();

            boxSprite.Sprite = cache.GetSprite2D("Urho2D/Box.png");
            RigidBody2D boxBody = box.CreateComponent <RigidBody2D>();

            boxBody.BodyType       = BodyType2D.Dynamic;
            boxBody.LinearDamping  = 0.0f;
            boxBody.AngularDamping = 0.0f;
            CollisionBox2D shape = box.CreateComponent <CollisionBox2D>(); // Create box shape

            shape.Size        = new Vector2(0.32f, 0.32f);                 // 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 = (new Vector3(1.8f, -2.0f, 0.0f));
            StaticSprite2D ballSprite = ball.CreateComponent <StaticSprite2D>();

            ballSprite.Sprite = cache.GetSprite2D("Urho2D/Ball.png");
            RigidBody2D ballBody = ball.CreateComponent <RigidBody2D>();

            ballBody.BodyType       = BodyType2D.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 = (new Vector3(1.6f, -2.0f, 0.0f));
            polygon.SetScale(0.7f);
            StaticSprite2D polygonSprite = polygon.CreateComponent <StaticSprite2D>();

            polygonSprite.Sprite = cache.GetSprite2D("Urho2D/Aster.png");
            RigidBody2D polygonBody = polygon.CreateComponent <RigidBody2D>();

            polygonBody.BodyType = BodyType2D.Dynamic;
            CollisionPolygon2D polygonShape = polygon.CreateComponent <CollisionPolygon2D>();

            polygonShape.VertexCount = 6; // Set number of vertices (mandatory when using SetVertex())
            polygonShape.SetVertex(0, new Vector2(-0.8f, -0.3f));
            polygonShape.SetVertex(1, new Vector2(0.5f, -0.8f));
            polygonShape.SetVertex(2, new Vector2(0.8f, -0.3f));
            polygonShape.SetVertex(3, new Vector2(0.8f, 0.5f));
            polygonShape.SetVertex(4, new Vector2(0.5f, 0.9f));
            polygonShape.SetVertex(5, new Vector2(-0.5f, 0.7f));
            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(CreateMode.Replicated);
            Node        ballDistanceNode = ball.Clone(CreateMode.Replicated);
            RigidBody2D ballDistanceBody = ballDistanceNode.GetComponent <RigidBody2D>();

            boxDistanceNode.Position  = (new Vector3(-4.5f, 2.0f, 0.0f));
            ballDistanceNode.Position = (new 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(CreateMode.Replicated);
            Node ballFrictionNode = ball.Clone(CreateMode.Replicated);

            boxFrictionNode.Position  = (new Vector3(0.5f, 0.0f, 0.0f));
            ballFrictionNode.Position = (new 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

            // Create a ConstraintGear2D
            CreateFlag("ConstraintGear2D", -4.97f, -1.0f);                // Display Text3D flag
            Node        baseNode = box.Clone(CreateMode.Replicated);
            RigidBody2D tempBody = baseNode.GetComponent <RigidBody2D>(); // Get body to make it static

            tempBody.BodyType = BodyType2D.Static;
            baseNode.Position = (new Vector3(-3.7f, -2.5f, 0.0f));
            Node ball1Node = ball.Clone(CreateMode.Replicated);

            ball1Node.Position = (new Vector3(-4.5f, -2.0f, 0.0f));
            RigidBody2D ball1Body = ball1Node.GetComponent <RigidBody2D>();
            Node        ball2Node = ball.Clone(CreateMode.Replicated);

            ball2Node.Position = (new 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(CreateMode.Replicated);

            car.Scale    = new Vector3(4.0f, 1.0f, 0.0f);
            car.Position = (new 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(CreateMode.Replicated);

            ball1WheelNode.Position = (new Vector3(-1.6f, -2.5f, 0.0f));
            Node ball2WheelNode = ball.Clone(CreateMode.Replicated);

            ball2WheelNode.Position = (new Vector3(-0.8f, -2.5f, 0.0f));

            ConstraintWheel2D wheel1 = car.CreateComponent <ConstraintWheel2D>();

            wheel1.OtherBody      = ball1WheelNode.GetComponent <RigidBody2D>();
            wheel1.Anchor         = ball1WheelNode.Position2D;
            wheel1.Axis           = new 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           = new 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(CreateMode.Replicated);

            tempBody          = boxMotorNode.GetComponent <RigidBody2D>(); // Get body to make it static
            tempBody.BodyType = BodyType2D.Static;
            Node ballMotorNode = ball.Clone(CreateMode.Replicated);

            boxMotorNode.Position  = (new Vector3(3.8f, -2.1f, 0.0f));
            ballMotorNode.Position = (new Vector3(3.8f, -1.5f, 0.0f));

            ConstraintMotor2D constraintMotor = boxMotorNode.CreateComponent <ConstraintMotor2D>();

            constraintMotor.OtherBody        = ballMotorNode.GetComponent <RigidBody2D>(); // Constrain ball to box
            constraintMotor.LinearOffset     = new 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(CreateMode.Replicated);

            tempBody          = boxPrismaticNode.GetComponent <RigidBody2D>(); // Get body to make it static
            tempBody.BodyType = BodyType2D.Static;
            Node ballPrismaticNode = ball.Clone(CreateMode.Replicated);

            boxPrismaticNode.Position  = new Vector3(3.3f, 2.5f, 0.0f);
            ballPrismaticNode.Position = new Vector3(4.3f, 2.0f, 0.0f);

            ConstraintPrismatic2D constraintPrismatic = boxPrismaticNode.CreateComponent <ConstraintPrismatic2D>();

            constraintPrismatic.OtherBody        = ballPrismaticNode.GetComponent <RigidBody2D>(); // Constrain ball to box
            constraintPrismatic.Axis             = new Vector2(1.0f, 1.0f);                        // Slide from [0,0] to [1,1]
            constraintPrismatic.Anchor           = new 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(CreateMode.Replicated);
            Node ballPulleyNode = ball.Clone(CreateMode.Replicated);

            boxPulleyNode.Position  = (new Vector3(0.5f, 2.0f, 0.0f));
            ballPulleyNode.Position = (new 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 + new Vector2(0.0f, 1.0f);
            constraintPulley.OtherBodyGroundAnchor = ballPulleyNode.Position2D + new Vector2(0.0f, 1.0f);
            constraintPulley.Ratio = 1.0f; // Weight ratio between ownerBody and otherBody

            // Create a ConstraintRevolute2D
            CreateFlag("ConstraintRevolute2D", -2.45f, 3.0f); // Display Text3D flag
            Node boxRevoluteNode = box.Clone(CreateMode.Replicated);

            tempBody          = boxRevoluteNode.GetComponent <RigidBody2D>(); // Get body to make it static
            tempBody.BodyType = BodyType2D.Static;
            Node ballRevoluteNode = ball.Clone(CreateMode.Replicated);

            boxRevoluteNode.Position  = (new Vector3(-2.0f, 1.5f, 0.0f));
            ballRevoluteNode.Position = (new 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         = new 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(CreateMode.Replicated);

            tempBody          = boxRopeNode.GetComponent <RigidBody2D>();
            tempBody.BodyType = BodyType2D.Static;
            Node ballRopeNode = ball.Clone(CreateMode.Replicated);

            boxRopeNode.Position  = (new Vector3(-3.7f, 0.7f, 0.0f));
            ballRopeNode.Position = (new Vector3(-4.5f, 0.0f, 0.0f));

            ConstraintRope2D constraintRope = boxRopeNode.CreateComponent <ConstraintRope2D>();

            constraintRope.OtherBody        = ballRopeNode.GetComponent <RigidBody2D>(); // Constrain ball to box
            constraintRope.OwnerBodyAnchor  = new 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(CreateMode.Replicated);
            Node ballWeldNode = ball.Clone(CreateMode.Replicated);

            boxWeldNode.Position  = (new Vector3(-0.5f, 0.0f, 0.0f));
            ballWeldNode.Position = (new 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(CreateMode.Replicated);
            Node ballWheelNode = ball.Clone(CreateMode.Replicated);

            boxWheelNode.Position  = (new Vector3(3.8f, 0.0f, 0.0f));
            ballWheelNode.Position = (new 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             = new 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
        }