/* * Copyright (c) 2006-2009 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 COLLISION_PROCESSING_H #define COLLISION_PROCESSING_H #include // This test shows collision processing and tests // deferred body destruction. class CollisionProcessing : public Test { public: CollisionProcessing() { // Ground body { b2PolygonShape shape; shape.SetAsEdge(b2Vec2(-50.0f, 0.0f), b2Vec2(50.0f, 0.0f)); b2FixtureDef sd; sd.shape = &shape;; b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); ground->CreateFixture(&sd); } float32 xLo = -5.0f, xHi = 5.0f; float32 yLo = 2.0f, yHi = 35.0f; // Small triangle b2Vec2 vertices[3]; vertices[0].Set(-1.0f, 0.0f); vertices[1].Set(1.0f, 0.0f); vertices[2].Set(0.0f, 2.0f); b2PolygonShape polygon; polygon.Set(vertices, 3); b2FixtureDef triangleShapeDef; triangleShapeDef.shape = &polygon; triangleShapeDef.density = 1.0f; b2BodyDef triangleBodyDef; triangleBodyDef.type = b2_dynamicBody; triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi)); b2Body* body1 = m_world->CreateBody(&triangleBodyDef); body1->CreateFixture(&triangleShapeDef); // Large triangle (recycle definitions) vertices[0] *= 2.0f; vertices[1] *= 2.0f; vertices[2] *= 2.0f; polygon.Set(vertices, 3); triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi)); b2Body* body2 = m_world->CreateBody(&triangleBodyDef); body2->CreateFixture(&triangleShapeDef); // Small box polygon.SetAsBox(1.0f, 0.5f); b2FixtureDef boxShapeDef; boxShapeDef.shape = &polygon; boxShapeDef.density = 1.0f; b2BodyDef boxBodyDef; boxBodyDef.type = b2_dynamicBody; boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi)); b2Body* body3 = m_world->CreateBody(&boxBodyDef); body3->CreateFixture(&boxShapeDef); // Large box (recycle definitions) polygon.SetAsBox(2.0f, 1.0f); boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi)); b2Body* body4 = m_world->CreateBody(&boxBodyDef); body4->CreateFixture(&boxShapeDef); // Small circle b2CircleShape circle; circle.m_radius = 1.0f; b2FixtureDef circleShapeDef; circleShapeDef.shape = &circle; circleShapeDef.density = 1.0f; b2BodyDef circleBodyDef; circleBodyDef.type = b2_dynamicBody; circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi)); b2Body* body5 = m_world->CreateBody(&circleBodyDef); body5->CreateFixture(&circleShapeDef); // Large circle circle.m_radius *= 2.0f; circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi)); b2Body* body6 = m_world->CreateBody(&circleBodyDef); body6->CreateFixture(&circleShapeDef); } void Step(Settings* settings) { Test::Step(settings); // We are going to destroy some bodies according to contact // points. We must buffer the bodies that should be destroyed // because they may belong to multiple contact points. const int k_maxNuke = 6; b2Body* nuke[k_maxNuke]; int nukeCount = 0; // Traverse the contact results. Destroy bodies that // are touching heavier bodies. for (int i = 0; i < m_pointCount; ++i) { ContactPoint* point = m_points + i; b2Body* body1 = point->fixtureA->GetBody(); b2Body* body2 = point->fixtureB->GetBody(); float32 mass1 = body1->GetMass(); float32 mass2 = body2->GetMass(); if (mass1 > 0.0f && mass2 > 0.0f) { if (mass2 > mass1) { nuke[nukeCount++] = body1; } else { nuke[nukeCount++] = body2; } if (nukeCount == k_maxNuke) { break; } } } // Sort the nuke array to group duplicates. std::sort(nuke, nuke + nukeCount); // Destroy the bodies, skipping duplicates. int i = 0; while (i < nukeCount) { b2Body* b = nuke[i++]; while (i < nukeCount && nuke[i] == b) { ++i; } m_world->DestroyBody(b); } } static Test* Create() { return new CollisionProcessing; } }; #endif