2021-07-06 21:02:47 +08:00
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// MIT License
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// Copyright (c) 2019 Erin Catto
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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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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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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 THE
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// SOFTWARE.
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2021-08-12 11:54:06 +08:00
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#include "test.h"
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2022-02-25 19:38:31 +08:00
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#include "ImGui/ImGuiPresenter.h"
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2021-07-06 21:02:47 +08:00
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// This shows how to use sensor shapes. Sensors don't have collision, but report overlap events.
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class Sensors : public Test
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{
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public:
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2021-12-28 16:06:23 +08:00
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enum
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{
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e_count = 7
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};
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Sensors()
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{
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{
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b2BodyDef bd;
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b2Body* ground = m_world->CreateBody(&bd);
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{
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b2EdgeShape shape;
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shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
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ground->CreateFixture(&shape, 0.0f);
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}
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2021-07-06 21:02:47 +08:00
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#if 0
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{
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b2FixtureDef sd;
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sd.SetAsBox(10.0f, 2.0f, b2Vec2(0.0f, 20.0f), 0.0f);
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sd.isSensor = true;
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m_sensor = ground->CreateFixture(&sd);
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}
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#else
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2021-12-28 16:06:23 +08:00
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{
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b2CircleShape shape;
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shape.m_radius = 5.0f;
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shape.m_p.Set(0.0f, 10.0f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.isSensor = true;
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m_sensor = ground->CreateFixture(&fd);
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}
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2021-07-06 21:02:47 +08:00
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#endif
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2021-12-28 16:06:23 +08:00
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}
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{
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b2CircleShape shape;
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shape.m_radius = 1.0f;
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for (int32 i = 0; i < e_count; ++i)
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-10.0f + 3.0f * i, 20.0f);
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bd.userData.pointer = i;
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m_touching[i] = false;
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m_bodies[i] = m_world->CreateBody(&bd);
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m_bodies[i]->CreateFixture(&shape, 1.0f);
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}
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}
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m_force = 100.0f;
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}
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// Implement contact listener.
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void BeginContact(b2Contact* contact) override
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{
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b2Fixture* fixtureA = contact->GetFixtureA();
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b2Fixture* fixtureB = contact->GetFixtureB();
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if (fixtureA == m_sensor)
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{
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uintptr_t index = fixtureB->GetBody()->GetUserData().pointer;
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if (index < e_count)
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{
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m_touching[index] = true;
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}
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}
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if (fixtureB == m_sensor)
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{
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uintptr_t index = fixtureA->GetBody()->GetUserData().pointer;
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if (index < e_count)
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{
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m_touching[index] = true;
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}
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}
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}
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// Implement contact listener.
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void EndContact(b2Contact* contact) override
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{
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b2Fixture* fixtureA = contact->GetFixtureA();
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b2Fixture* fixtureB = contact->GetFixtureB();
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if (fixtureA == m_sensor)
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{
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uintptr_t index = fixtureB->GetBody()->GetUserData().pointer;
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if (index < e_count)
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{
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m_touching[index] = false;
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}
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}
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if (fixtureB == m_sensor)
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{
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uintptr_t index = fixtureA->GetBody()->GetUserData().pointer;
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if (index < e_count)
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{
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m_touching[index] = false;
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}
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}
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}
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void UpdateUI() override
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{
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// ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
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ImGui::SetNextWindowSize(ImVec2(200.0f, 60.0f));
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ImGui::Begin("Sensor Controls", nullptr, ImGuiWindowFlags_NoResize);
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ImGui::SliderFloat("Force", &m_force, 0.0f, 2000.0f, "%.0f");
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ImGui::End();
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}
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void Step(Settings& settings) override
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{
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Test::Step(settings);
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// Traverse the contact results. Apply a force on shapes
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// that overlap the sensor.
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for (int32 i = 0; i < e_count; ++i)
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{
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if (m_touching[i] == false)
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{
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continue;
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}
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b2Body* body = m_bodies[i];
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b2Body* ground = m_sensor->GetBody();
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b2CircleShape* circle = (b2CircleShape*)m_sensor->GetShape();
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b2Vec2 center = ground->GetWorldPoint(circle->m_p);
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b2Vec2 position = body->GetPosition();
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b2Vec2 d = center - position;
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if (d.LengthSquared() < FLT_EPSILON * FLT_EPSILON)
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{
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continue;
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}
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d.Normalize();
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b2Vec2 F = m_force * d;
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body->ApplyForce(F, position, false);
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}
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}
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static Test* Create() { return new Sensors; }
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b2Fixture* m_sensor;
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b2Body* m_bodies[e_count];
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float m_force;
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bool m_touching[e_count];
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2021-07-06 21:02:47 +08:00
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};
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static int testIndex = RegisterTest("Collision", "Sensors", Sensors::Create);
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