mirror of https://github.com/axmolengine/axmol.git
84 lines
3.0 KiB
C++
84 lines
3.0 KiB
C++
// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "test.h"
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// This test holds worlds dumped using b2World::Dump.
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class DumpLoader : public Test
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{
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public:
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DumpLoader()
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{
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b2ChainShape chainShape;
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b2Vec2 vertices[] = {b2Vec2(-5, 0), b2Vec2(5, 0), b2Vec2(5, 5), b2Vec2(4, 1), b2Vec2(-4, 1), b2Vec2(-5, 5)};
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chainShape.CreateLoop(vertices, 6);
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b2FixtureDef groundFixtureDef;
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groundFixtureDef.density = 0;
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groundFixtureDef.shape = &chainShape;
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b2BodyDef groundBodyDef;
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groundBodyDef.type = b2_staticBody;
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b2Body* groundBody = m_world->CreateBody(&groundBodyDef);
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b2Fixture* groundBodyFixture = groundBody->CreateFixture(&groundFixtureDef);
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b2CircleShape ballShape;
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ballShape.m_radius = 1;
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b2FixtureDef ballFixtureDef;
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ballFixtureDef.restitution = 0.75f;
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ballFixtureDef.density = 1;
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ballFixtureDef.shape = &ballShape;
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b2BodyDef ballBodyDef;
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ballBodyDef.type = b2BodyType::b2_dynamicBody;
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ballBodyDef.position = b2Vec2(0, 10);
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// ballBodyDef.angularDamping = 0.2f;
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m_ball = m_world->CreateBody(&ballBodyDef);
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b2Fixture* ballFixture = m_ball->CreateFixture(&ballFixtureDef);
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m_ball->ApplyForceToCenter(b2Vec2(-1000, -400), true);
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}
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void Step(Settings& settings) override
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{
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b2Vec2 v = m_ball->GetLinearVelocity();
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float omega = m_ball->GetAngularVelocity();
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b2MassData massData;
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m_ball->GetMassData(&massData);
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float ke = 0.5f * massData.mass * b2Dot(v, v) + 0.5f * massData.I * omega * omega;
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DrawString(5, m_textLine, "kinetic energy = %.6f", ke);
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Test::Step(settings);
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}
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static Test* Create() { return new DumpLoader; }
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b2Body* m_ball;
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};
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static int testIndex = RegisterTest("Bugs", "Dump Loader", DumpLoader::Create);
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