void SetupViewport() { var renderer = GetSubsystem<Renderer>(); var graphics = GetSubsystem<Graphics>(); renderer.NumViewports = 2; // Set up the front camera viewport Viewport viewport = new Viewport(scene, CameraNode.GetComponent<Camera>()); renderer.SetViewport(0, viewport); // Clone the default render path so that we do not interfere with the other viewport, then add // bloom and FXAA post process effects to the front viewport. Render path commands can be tagged // for example with the effect name to allow easy toggling on and off. We start with the effects // disabled. var cache = GetSubsystem<ResourceCache>(); RenderPath effectRenderPath = viewport.GetRenderPath().Clone(); effectRenderPath.Append(cache.Get<XMLFile>("PostProcess/Bloom.xml")); effectRenderPath.Append(cache.Get<XMLFile>("PostProcess/FXAA2.xml")); // Make the bloom mixing parameter more pronounced effectRenderPath.SetShaderParameter("BloomMix", new Vector2(0.9f, 0.6f)); effectRenderPath.SetEnabled("Bloom", false); effectRenderPath.SetEnabled("FXAA2", false); viewport.SetRenderPath(effectRenderPath); // Set up the rear camera viewport on top of the front view ("rear view mirror") // The viewport index must be greater in that case, otherwise the view would be left behind IntRect rect = new IntRect(graphics.Width*2/3, 32, graphics.Width - 32, graphics.Height/3); Viewport rearViewport = new Viewport(scene, rearCameraNode.GetComponent<Camera>(), rect); renderer.SetViewport(1, rearViewport); }
void SetupViewport() { var renderer = GetSubsystem<Renderer>(); var cache = GetSubsystem<ResourceCache>(); renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>())); // Create a mathematical plane to represent the water in calculations waterPlane = new Plane(waterNode.WorldRotation * new Vector3(0.0f, 1.0f, 0.0f), waterNode.WorldPosition); // Create a downward biased plane for reflection view clipping. Biasing is necessary to avoid too aggressive clipping waterClipPlane = new Plane(waterNode.WorldRotation * new Vector3(0.0f, 1.0f, 0.0f), waterNode.WorldPosition - new Vector3(0.0f, 0.1f, 0.0f)); // Create camera for water reflection // It will have the same farclip and position as the main viewport camera, but uses a reflection plane to modify // its position when rendering reflectionCameraNode = CameraNode.CreateChild(); var reflectionCamera = reflectionCameraNode.CreateComponent<Camera>(); reflectionCamera.FarClip = 750.0f; reflectionCamera.ViewMask= 0x7fffffff; // Hide objects with only bit 31 in the viewmask (the water plane) reflectionCamera.AutoAspectRatio = false; reflectionCamera.UseReflection = true; reflectionCamera.ReflectionPlane = waterPlane; reflectionCamera.UseClipping = true; // Enable clipping of geometry behind water plane reflectionCamera.ClipPlane = waterClipPlane; // The water reflection texture is rectangular. Set reflection camera aspect ratio to match reflectionCamera.AspectRatio = (float)graphics.Width / graphics.Height; // View override flags could be used to optimize reflection rendering. For example disable shadows //reflectionCamera.ViewOverrideFlags = ViewOverrideFlags.DisableShadows; // Create a texture and setup viewport for water reflection. Assign the reflection texture to the diffuse // texture unit of the water material int texSize = 1024; Texture2D renderTexture = new Texture2D(); renderTexture.SetSize(texSize, texSize, Graphics.GetRGBFormat(), TextureUsage.TEXTURE_RENDERTARGET); renderTexture.FilterMode = TextureFilterMode.FILTER_BILINEAR; RenderSurface surface = renderTexture.RenderSurface; var rttViewport = new Viewport(scene, reflectionCamera); surface.SetViewport(0, rttViewport); var waterMat = cache.Get<Material>("Materials/Water.xml"); waterMat.SetTexture(TextureUnit.TU_DIFFUSE, renderTexture); }
void CreateScene() { var cache = GetSubsystem<ResourceCache>(); { rttScene = new Scene(); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) rttScene.CreateComponent<Octree>(); // Create a Zone for ambient light & fog control Node zoneNode = rttScene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent<Zone>(); // Set same volume as the Octree, set a close bluish fog and some ambient light zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = new Color(0.05f, 0.1f, 0.15f); zone.FogColor = new Color(0.1f, 0.2f, 0.3f); zone.FogStart = 10.0f; zone.FogEnd = 100.0f; // Create randomly positioned and oriented box StaticModels in the scene const uint numObjects = 2000; for (uint i = 0; i < numObjects; ++i) { Node boxNode = rttScene.CreateChild("Box"); boxNode.Position = new Vector3(NextRandom(200.0f) - 100.0f, NextRandom(200.0f) - 100.0f, NextRandom(200.0f) - 100.0f); // Orient using random pitch, yaw and roll Euler angles boxNode.Rotation = new Quaternion(NextRandom(360.0f), NextRandom(360.0f), NextRandom(360.0f)); StaticModel boxObject = boxNode.CreateComponent<StaticModel>(); boxObject.Model = cache.Get<Model>("Models/Box.mdl"); boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml")); // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event. // Simply set same rotation speed for all objects Rotator rotator = new Rotator(); boxNode.AddComponent(rotator); rotator.SetRotationSpeed(new Vector3(10.0f, 20.0f, 30.0f)); } // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene rttCameraNode = rttScene.CreateChild("Camera"); Camera camera = rttCameraNode.CreateComponent<Camera>(); camera.FarClip = 100.0f; // Create a point light to the camera scene node Light light = rttCameraNode.CreateComponent<Light>(); light.LightType = LightType.LIGHT_POINT; light.Range = 30.0f; } { // Create the scene in which we move around scene = new Scene(); // Create octree, use also default volume (-1000, -1000, -1000) to (1000, 1000, 1000) scene.CreateComponent<Octree>(); // Create a Zone component for ambient lighting & fog control Node zoneNode = scene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent<Zone>(); zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = new Color(0.1f, 0.1f, 0.1f); zone.FogStart = 100.0f; zone.FogEnd = 300.0f; // Create a directional light without shadows Node lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.5f, -1.0f, 0.5f)); Light light = lightNode.CreateComponent<Light>(); light.LightType = LightType.LIGHT_DIRECTIONAL; light.Color = new Color(0.2f, 0.2f, 0.2f); light.SpecularIntensity = 1.0f; // Create a "floor" consisting of several tiles for (int y = -5; y <= 5; ++y) { for (int x = -5; x <= 5; ++x) { Node floorNode = scene.CreateChild("FloorTile"); floorNode.Position = new Vector3(x*20.5f, -0.5f, y*20.5f); floorNode.Scale = new Vector3(20.0f, 1.0f, 20.0f); StaticModel floorObject = floorNode.CreateComponent<StaticModel>(); floorObject.Model = cache.Get<Model>("Models/Box.mdl"); floorObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml")); } } // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame // and a plane for the actual view { Node boxNode = scene.CreateChild("ScreenBox"); boxNode.Position = new Vector3(0.0f, 10.0f, 0.0f); boxNode.Scale = new Vector3(21.0f, 16.0f, 0.5f); StaticModel boxObject = boxNode.CreateComponent<StaticModel>(); boxObject.Model = cache.Get<Model>("Models/Box.mdl"); boxObject.SetMaterial(cache.Get<Material>("Materials/Stone.xml")); Node screenNode = scene.CreateChild("Screen"); screenNode.Position = new Vector3(0.0f, 10.0f, -0.27f); screenNode.Rotation = new Quaternion(-90.0f, 0.0f, 0.0f); screenNode.Scale = new Vector3(20.0f, 0.0f, 15.0f); StaticModel screenObject = screenNode.CreateComponent<StaticModel>(); screenObject.Model = cache.Get<Model>("Models/Plane.mdl"); // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it Texture2D renderTexture = new Texture2D(); renderTexture.SetSize(1024, 768, Graphics.GetRGBFormat(), TextureUsage.TEXTURE_RENDERTARGET); renderTexture.FilterMode = TextureFilterMode.FILTER_BILINEAR; // Create a new material from scratch, use the diffuse unlit technique, assign the render texture // as its diffuse texture, then assign the material to the screen plane object Material renderMaterial = new Material(); renderMaterial.SetTechnique(0, cache.Get<Technique>("Techniques/DiffUnlit.xml"), 0, 0); renderMaterial.SetTexture(TextureUnit.TU_DIFFUSE, renderTexture); screenObject.SetMaterial(renderMaterial); // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode) // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible // in the main view RenderSurface surface = renderTexture.RenderSurface; Viewport rttViewport = new Viewport(rttScene, rttCameraNode.GetComponent<Camera>()); surface.SetViewport(0, rttViewport); } // Create the camera. Limit far clip distance to match the fog CameraNode = scene.CreateChild("Camera"); var camera = CameraNode.CreateComponent<Camera>(); camera.FarClip = 300.0f; // Set an initial position for the camera scene node above the plane CameraNode.Position = new Vector3(0.0f, 7.0f, -30.0f); } }
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 = GetSubsystem<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(scene, camera); Renderer renderer = GetSubsystem<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 = GetSubsystem<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.Get<Sprite2D>("Urho2D/Box.png"); RigidBody2D boxBody = box.CreateComponent<RigidBody2D>(); boxBody.BodyType = BodyType2D.BT_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.Get<Sprite2D>("Urho2D/Ball.png"); RigidBody2D ballBody = ball.CreateComponent<RigidBody2D>(); ballBody.BodyType = BodyType2D.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 = (new Vector3(1.6f, -2.0f, 0.0f)); polygon.SetScale(0.7f); StaticSprite2D polygonSprite = polygon.CreateComponent<StaticSprite2D>(); polygonSprite.Sprite = cache.Get<Sprite2D>("Urho2D/Aster.png"); RigidBody2D polygonBody = polygon.CreateComponent<RigidBody2D>(); polygonBody.BodyType = BodyType2D.BT_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.BT_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.BT_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.BT_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.BT_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.BT_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 }