axmol/test_uphone/tests/Box2DTestBed/Test.h

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2010-09-14 16:23:50 +08:00
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
//
// File modified for cocos2d integration
// http://www.cocos2d-iphone.org
//
#ifndef TEST_H
#define TEST_H
//#import <UIKit/UIKit.h>
#include <Box2D/Box2D.h>
#include "GLES-Render.h"
#include <cstdlib>
class Test;
struct Settings;
typedef Test* TestCreateFcn();
#define RAND_LIMIT 32767
/// Random number in range [-1,1]
inline float32 RandomFloat()
{
float32 r = (float32)(rand() & (RAND_LIMIT));
r /= RAND_LIMIT;
r = 2.0f * r - 1.0f;
return r;
}
/// Random floating point number in range [lo, hi]
inline float32 RandomFloat(float32 lo, float32 hi)
{
float32 r = (float32)(rand() & (RAND_LIMIT));
r /= RAND_LIMIT;
r = (hi - lo) * r + lo;
return r;
}
/// Test settings. Some can be controlled in the GUI.
struct Settings
{
Settings() :
hz(40.0f),
velocityIterations(8),
positionIterations(3),
drawStats(0),
drawShapes(1),
drawJoints(1),
drawAABBs(0),
drawPairs(0),
drawContactPoints(0),
drawContactNormals(0),
drawContactForces(0),
drawFrictionForces(0),
drawCOMs(0),
enableWarmStarting(1),
enableContinuous(1),
pause(0),
singleStep(0)
{}
float32 hz;
int32 velocityIterations;
int32 positionIterations;
int32 drawShapes;
int32 drawJoints;
int32 drawAABBs;
int32 drawPairs;
int32 drawContactPoints;
int32 drawContactNormals;
int32 drawContactForces;
int32 drawFrictionForces;
int32 drawCOMs;
int32 drawStats;
int32 enableWarmStarting;
int32 enableContinuous;
int32 pause;
int32 singleStep;
};
struct TestEntry
{
//const char *name;
char* name;
TestCreateFcn* createFcn;
};
extern TestEntry g_testEntries[];
// This is called when a joint in the world is implicitly destroyed
// because an attached body is destroyed. This gives us a chance to
// nullify the mouse joint.
class DestructionListener : public b2DestructionListener
{
public:
void SayGoodbye(b2Fixture* fixture) { B2_NOT_USED(fixture); }
void SayGoodbye(b2Joint* joint);
Test* test;
};
const int32 k_maxContactPoints = 2048;
struct ContactPoint
{
b2Fixture* fixtureA;
b2Fixture* fixtureB;
b2Vec2 normal;
b2Vec2 position;
b2PointState state;
};
class Test : public b2ContactListener
{
public:
Test();
virtual ~Test();
void SetGravity(float x,float y);
void SetTextLine(int32 line) { m_textLine = line; }
void DrawTitle(int x, int y, const char *string);
virtual void Step(Settings* settings);
virtual void Keyboard(unsigned char key) { B2_NOT_USED(key); }
void ShiftMouseDown(const b2Vec2& p);
virtual bool MouseDown(const b2Vec2& p);
virtual void MouseUp(const b2Vec2& p);
void MouseMove(const b2Vec2& p);
void LaunchBomb();
void LaunchBomb(const b2Vec2& position, const b2Vec2& velocity);
void SpawnBomb(const b2Vec2& worldPt);
void CompleteBombSpawn(const b2Vec2& p);
// Let derived tests know that a joint was destroyed.
virtual void JointDestroyed(b2Joint* joint) { B2_NOT_USED(joint); }
// Callbacks for derived classes.
virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
virtual void PostSolve(const b2Contact* contact, const b2ContactImpulse* impulse)
{
B2_NOT_USED(contact);
B2_NOT_USED(impulse);
}
b2World* m_world;
protected:
friend class DestructionListener;
friend class BoundaryListener;
friend class ContactListener;
b2Body* m_groundBody;
b2AABB m_worldAABB;
ContactPoint m_points[k_maxContactPoints];
int32 m_pointCount;
DestructionListener m_destructionListener;
GLESDebugDraw m_debugDraw;
int32 m_textLine;
b2Body* m_bomb;
b2MouseJoint* m_mouseJoint;
b2Vec2 m_bombSpawnPoint;
bool m_bombSpawning;
b2Vec2 m_mouseWorld;
int32 m_stepCount;
};
#endif