/* * 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 #include #include "GLES-Render.h" #include 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; int velocityIterations; int positionIterations; int drawShapes; int drawJoints; int drawAABBs; int drawPairs; int drawContactPoints; int drawContactNormals; int drawContactForces; int drawFrictionForces; int drawCOMs; int drawStats; int enableWarmStarting; int enableContinuous; int pause; int 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 int 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(int 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]; int m_pointCount; DestructionListener m_destructionListener; GLESDebugDraw m_debugDraw; int m_textLine; b2Body* m_bomb; b2MouseJoint* m_mouseJoint; b2Vec2 m_bombSpawnPoint; bool m_bombSpawning; b2Vec2 m_mouseWorld; int m_stepCount; }; #endif