axmol/tests/cpp-tests/Classes/Box2DTestBed/tests/dump_loader.cpp

84 lines
3.0 KiB
C++

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