/* * Copyright (c) 2006-2010 Erin Catto http://www.gphysics.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. */ #ifndef CHARACTER_COLLISION_H #define CHARACTER_COLLISION_H /// This is a test of typical character collision scenarios. This does not /// show how you should implement a character in your application. class CharacterCollision : public Test { public: CharacterCollision() { // Ground body { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); b2PolygonShape shape; shape.SetAsEdge(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f)); ground->CreateFixture(&shape, 0.0f); } // Collinear edges { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); b2PolygonShape shape; shape.m_radius = 0.0f; shape.SetAsEdge(b2Vec2(-8.0f, 1.0f), b2Vec2(-6.0f, 1.0f)); ground->CreateFixture(&shape, 0.0f); shape.SetAsEdge(b2Vec2(-6.0f, 1.0f), b2Vec2(-4.0f, 1.0f)); ground->CreateFixture(&shape, 0.0f); shape.SetAsEdge(b2Vec2(-4.0f, 1.0f), b2Vec2(-2.0f, 1.0f)); ground->CreateFixture(&shape, 0.0f); } // Square tiles { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); b2PolygonShape shape; shape.SetAsBox(1.0f, 1.0f, b2Vec2(4.0f, 3.0f), 0.0f); ground->CreateFixture(&shape, 0.0f); shape.SetAsBox(1.0f, 1.0f, b2Vec2(6.0f, 3.0f), 0.0f); ground->CreateFixture(&shape, 0.0f); shape.SetAsBox(1.0f, 1.0f, b2Vec2(8.0f, 3.0f), 0.0f); ground->CreateFixture(&shape, 0.0f); } // Square made from edges notice how the edges are shrunk to account // for the polygon radius. This makes it so the square character does // not get snagged. However, ray casts can now go through the cracks. { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); b2PolygonShape shape; float32 d = 2.0f * b2_polygonRadius; shape.SetAsEdge(b2Vec2(-1.0f + d, 3.0f), b2Vec2(1.0f - d, 3.0f)); ground->CreateFixture(&shape, 0.0f); shape.SetAsEdge(b2Vec2(1.0f, 3.0f + d), b2Vec2(1.0f, 5.0f - d)); ground->CreateFixture(&shape, 0.0f); shape.SetAsEdge(b2Vec2(1.0f - d, 5.0f), b2Vec2(-1.0f + d, 5.0f)); ground->CreateFixture(&shape, 0.0f); shape.SetAsEdge(b2Vec2(-1.0f, 5.0f - d), b2Vec2(-1.0f, 3.0f + d)); ground->CreateFixture(&shape, 0.0f); } // Square character { b2BodyDef bd; bd.position.Set(-3.0f, 5.0f); bd.type = b2_dynamicBody; bd.fixedRotation = true; bd.allowSleep = false; b2Body* body = m_world->CreateBody(&bd); b2PolygonShape shape; shape.SetAsBox(0.5f, 0.5f); b2FixtureDef fd; fd.shape = &shape; fd.density = 20.0f; body->CreateFixture(&fd); } // Hexagon character { b2BodyDef bd; bd.position.Set(-5.0f, 5.0f); bd.type = b2_dynamicBody; bd.fixedRotation = true; bd.allowSleep = false; b2Body* body = m_world->CreateBody(&bd); float32 angle = 0.0f; float32 delta = b2_pi / 3.0f; b2Vec2 vertices[6]; for (int32 i = 0; i < 6; ++i) { vertices[i].Set(0.5f * cosf(angle), 0.5f * sinf(angle)); angle += delta; } b2PolygonShape shape; shape.Set(vertices, 6); b2FixtureDef fd; fd.shape = &shape; fd.density = 20.0f; body->CreateFixture(&fd); } // Circle character { b2BodyDef bd; bd.position.Set(3.0f, 5.0f); bd.type = b2_dynamicBody; bd.fixedRotation = true; bd.allowSleep = false; b2Body* body = m_world->CreateBody(&bd); b2CircleShape shape; shape.m_radius = 0.5f; b2FixtureDef fd; fd.shape = &shape; fd.density = 20.0f; body->CreateFixture(&fd); } } void Step(Settings* settings) { Test::Step(settings); m_debugDraw.DrawString(5, m_textLine, "This tests various character collision shapes"); m_textLine += 15; } static Test* Create() { return new CharacterCollision; } }; #endif