/* * Copyright (c) 2008-2009 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 SENSOR_TEST_H #define SENSOR_TEST_H // This is used to test sensor shapes. class SensorTest : public Test { public: enum { e_count = 7 }; SensorTest() { { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); { b2PolygonShape shape; shape.SetAsEdge(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f)); ground->CreateFixture(&shape, 0.0f); } #if 0 { b2FixtureDef sd; sd.SetAsBox(10.0f, 2.0f, b2Vec2(0.0f, 20.0f), 0.0f); sd.isSensor = true; m_sensor = ground->CreateFixture(&sd); } #else { b2CircleShape shape; shape.m_radius = 5.0f; shape.m_p.Set(0.0f, 10.0f); b2FixtureDef fd; fd.shape = &shape; fd.isSensor = true; m_sensor = ground->CreateFixture(&fd); } #endif } { b2CircleShape shape; shape.m_radius = 1.0f; for (int i = 0; i < e_count; ++i) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(-10.0f + 3.0f * i, 20.0f); bd.userData = m_touching + i; m_touching[i] = false; m_bodies[i] = m_world->CreateBody(&bd); m_bodies[i]->CreateFixture(&shape, 1.0f); } } } // Implement contact listener. void BeginContact(b2Contact* contact) { b2Fixture* fixtureA = contact->GetFixtureA(); b2Fixture* fixtureB = contact->GetFixtureB(); if (fixtureA == m_sensor) { void* userData = fixtureB->GetBody()->GetUserData(); if (userData) { bool* touching = (bool*)userData; *touching = true; } } if (fixtureB == m_sensor) { void* userData = fixtureA->GetBody()->GetUserData(); if (userData) { bool* touching = (bool*)userData; *touching = true; } } } // Implement contact listener. void EndContact(b2Contact* contact) { b2Fixture* fixtureA = contact->GetFixtureA(); b2Fixture* fixtureB = contact->GetFixtureB(); if (fixtureA == m_sensor) { void* userData = fixtureB->GetBody()->GetUserData(); if (userData) { bool* touching = (bool*)userData; *touching = false; } } if (fixtureB == m_sensor) { void* userData = fixtureA->GetBody()->GetUserData(); if (userData) { bool* touching = (bool*)userData; *touching = false; } } } void Step(Settings* settings) { Test::Step(settings); // Traverse the contact results. Apply a force on shapes // that overlap the sensor. for (int i = 0; i < e_count; ++i) { if (m_touching[i] == false) { continue; } b2Body* body = m_bodies[i]; b2Body* ground = m_sensor->GetBody(); b2CircleShape* circle = (b2CircleShape*)m_sensor->GetShape(); b2Vec2 center = ground->GetWorldPoint(circle->m_p); b2Vec2 position = body->GetPosition(); b2Vec2 d = center - position; if (d.LengthSquared() < FLT_EPSILON * FLT_EPSILON) { continue; } d.Normalize(); b2Vec2 F = 100.0f * d; body->ApplyForce(F, position); } } static Test* Create() { return new SensorTest; } b2Fixture* m_sensor; b2Body* m_bodies[e_count]; bool m_touching[e_count]; }; #endif