#include "Test.h" #include "GLES-Render.h" #include void DestructionListener::SayGoodbye(b2Joint* joint) { if (test->m_mouseJoint == joint) { test->m_mouseJoint = NULL; } else { test->JointDestroyed(joint); } } Test::Test() : m_debugDraw() { b2Vec2 gravity; gravity.Set(0.0f, -10.0f); bool doSleep = true; m_world = new b2World(gravity, doSleep); m_bomb = NULL; m_textLine = 30; m_mouseJoint = NULL; m_pointCount = 0; m_destructionListener.test = this; m_world->SetDestructionListener(&m_destructionListener); m_world->SetContactListener(this); m_world->SetDebugDraw(&m_debugDraw); m_bombSpawning = false; m_stepCount = 0; b2BodyDef bodyDef; m_groundBody = m_world->CreateBody(&bodyDef); } Test::~Test() { // By deleting the world, we delete the bomb, mouse joint, etc. delete m_world; m_world = NULL; } void Test::SetGravity( float x, float y) { float tVectorLength = sqrtf(x*x+y*y); float newGravityX = 9.81f*x/tVectorLength; float newGravityY = 9.81f*y/tVectorLength; m_world->SetGravity(b2Vec2(newGravityX,newGravityY)); } void Test::PreSolve(b2Contact* contact, const b2Manifold* oldManifold) { const b2Manifold* manifold = contact->GetManifold(); if (manifold->pointCount == 0) { return; } b2Fixture* fixtureA = contact->GetFixtureA(); b2Fixture* fixtureB = contact->GetFixtureB(); b2PointState state1[b2_maxManifoldPoints], state2[b2_maxManifoldPoints]; b2GetPointStates(state1, state2, oldManifold, manifold); b2WorldManifold worldManifold; contact->GetWorldManifold(&worldManifold); for (int32 i = 0; i < manifold->pointCount && m_pointCount < k_maxContactPoints; ++i) { ContactPoint* cp = m_points + m_pointCount; cp->fixtureA = fixtureA; cp->fixtureB = fixtureB; cp->position = worldManifold.points[i]; cp->normal = worldManifold.normal; cp->state = state2[i]; ++m_pointCount; } } void Test::DrawTitle(int x, int y, const char *string) { m_debugDraw.DrawString(x, y, string); } class QueryCallback : public b2QueryCallback { public: QueryCallback(const b2Vec2& point) { m_point = point; m_fixture = NULL; } bool ReportFixture(b2Fixture* fixture) { b2Body* body = fixture->GetBody(); if (body->GetType() == b2_dynamicBody) { bool inside = fixture->TestPoint(m_point); if (inside) { m_fixture = fixture; // We are done, terminate the query. return false; } } // Continue the query. return true; } b2Vec2 m_point; b2Fixture* m_fixture; }; bool Test::MouseDown(const b2Vec2& p) { m_mouseWorld = p; if (m_mouseJoint != NULL) { return false; } // Make a small box. b2AABB aabb; b2Vec2 d; d.Set(0.001f, 0.001f); aabb.lowerBound = p - d; aabb.upperBound = p + d; // Query the world for overlapping shapes. QueryCallback callback(p); m_world->QueryAABB(&callback, aabb); if (callback.m_fixture) { b2Body* body = callback.m_fixture->GetBody(); b2MouseJointDef md; md.bodyA = m_groundBody; md.bodyB = body; md.target = p; md.maxForce = 1000.0f * body->GetMass(); m_mouseJoint = (b2MouseJoint*)m_world->CreateJoint(&md); body->SetAwake(true); return true; } return false; } void Test::SpawnBomb(const b2Vec2& worldPt) { m_bombSpawnPoint = worldPt; m_bombSpawning = true; } void Test::CompleteBombSpawn(const b2Vec2& p) { if (m_bombSpawning == false) { return; } const float multiplier = 30.0f; b2Vec2 vel = m_bombSpawnPoint - p; vel *= multiplier; LaunchBomb(m_bombSpawnPoint,vel); m_bombSpawning = false; } void Test::ShiftMouseDown(const b2Vec2& p) { m_mouseWorld = p; if (m_mouseJoint != NULL) { return; } SpawnBomb(p); } void Test::MouseUp(const b2Vec2& p) { if (m_mouseJoint) { m_world->DestroyJoint(m_mouseJoint); m_mouseJoint = NULL; } if (m_bombSpawning) { CompleteBombSpawn(p); } } void Test::MouseMove(const b2Vec2& p) { m_mouseWorld = p; if (m_mouseJoint) { m_mouseJoint->SetTarget(p); } } void Test::LaunchBomb() { b2Vec2 p(RandomFloat(-15.0f, 15.0f), 30.0f); b2Vec2 v = -5.0f * p; LaunchBomb(p, v); } void Test::LaunchBomb(const b2Vec2& position, const b2Vec2& velocity) { if (m_bomb) { m_world->DestroyBody(m_bomb); m_bomb = NULL; } b2BodyDef bd; bd.type = b2_dynamicBody; bd.position = position; bd.bullet = true; m_bomb = m_world->CreateBody(&bd); m_bomb->SetLinearVelocity(velocity); b2CircleShape circle; circle.m_radius = 0.3f; b2FixtureDef fd; fd.shape = &circle; fd.density = 20.0f; fd.restitution = 0.0f; b2Vec2 minV = position - b2Vec2(0.3f,0.3f); b2Vec2 maxV = position + b2Vec2(0.3f,0.3f); b2AABB aabb; aabb.lowerBound = minV; aabb.upperBound = maxV; m_bomb->CreateFixture(&fd); } void Test::Step(Settings* settings) { float32 timeStep = settings->hz > 0.0f ? 1.0f / settings->hz : float32(0.0f); if (settings->pause) { if (settings->singleStep) { settings->singleStep = 0; } else { timeStep = 0.0f; } m_debugDraw.DrawString(5, m_textLine, "****PAUSED****"); m_textLine += 15; } uint32 flags = 0; flags += settings->drawShapes * b2DebugDraw::e_shapeBit; flags += settings->drawJoints * b2DebugDraw::e_jointBit; flags += settings->drawAABBs * b2DebugDraw::e_aabbBit; flags += settings->drawPairs * b2DebugDraw::e_pairBit; flags += settings->drawCOMs * b2DebugDraw::e_centerOfMassBit; m_debugDraw.SetFlags(flags); m_world->SetWarmStarting(settings->enableWarmStarting > 0); m_world->SetContinuousPhysics(settings->enableContinuous > 0); m_pointCount = 0; m_world->Step(timeStep, settings->velocityIterations, settings->positionIterations); if (timeStep > 0.0f) { ++m_stepCount; } if (settings->drawStats) { m_debugDraw.DrawString(5, m_textLine, "bodies/contacts/joints/proxies = %d/%d/%d", m_world->GetBodyCount(), m_world->GetContactCount(), m_world->GetJointCount(), m_world->GetProxyCount()); m_textLine += 15; } if (m_mouseJoint) { //b2Body* body = m_mouseJoint->GetBody2(); //b2Vec2 p1 = body->GetWorldPoint(m_mouseJoint->m_localAnchor); //b2Vec2 p2 = m_mouseJoint->m_target; // glPointSize(4.0f); // glColor3f(0.0f, 1.0f, 0.0f); // glBegin(GL_POINTS); // glVertex2f(p1.x, p1.y); // glVertex2f(p2.x, p2.y); // glEnd(); // glPointSize(1.0f); // // glColor3f(0.8f, 0.8f, 0.8f); // glBegin(GL_LINES); // glVertex2f(p1.x, p1.y); // glVertex2f(p2.x, p2.y); // glEnd(); } if (m_bombSpawning) { // glPointSize(4.0f); // glColor3f(0.0f, 0.0f, 1.0f); // glBegin(GL_POINTS); // glColor3f(0.0f, 0.0f, 1.0f); // glVertex2f(m_bombSpawnPoint.x, m_bombSpawnPoint.y); // glEnd(); // // glColor3f(0.8f, 0.8f, 0.8f); // glBegin(GL_LINES); // glVertex2f(m_mouseWorld.x, m_mouseWorld.y); // glVertex2f(m_bombSpawnPoint.x, m_bombSpawnPoint.y); // glEnd(); } if (settings->drawContactPoints) { //const float32 k_impulseScale = 0.1f; const float32 k_axisScale = 0.3f; for (int32 i = 0; i < m_pointCount; ++i) { ContactPoint* point = m_points + i; if (point->state == b2_addState) { // Add m_debugDraw.DrawPoint(point->position, 10.0f, b2Color(0.3f, 0.95f, 0.3f)); } else if (point->state == b2_persistState) { // Persist m_debugDraw.DrawPoint(point->position, 5.0f, b2Color(0.3f, 0.3f, 0.95f)); } if (settings->drawContactNormals == 1) { b2Vec2 p1 = point->position; b2Vec2 p2 = p1 + k_axisScale * point->normal; m_debugDraw.DrawSegment(p1, p2, b2Color(0.4f, 0.9f, 0.4f)); } else if (settings->drawContactForces == 1) { //b2Vec2 p1 = point->position; //b2Vec2 p2 = p1 + k_forceScale * point->normalForce * point->normal; //DrawSegment(p1, p2, b2Color(0.9f, 0.9f, 0.3f)); } if (settings->drawFrictionForces == 1) { //b2Vec2 tangent = b2Cross(point->normal, 1.0f); //b2Vec2 p1 = point->position; //b2Vec2 p2 = p1 + k_forceScale * point->tangentForce * tangent; //DrawSegment(p1, p2, b2Color(0.9f, 0.9f, 0.3f)); } } } }