mirror of https://github.com/axmolengine/axmol.git
189 lines
4.7 KiB
C++
189 lines
4.7 KiB
C++
/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef COLLISION_PROCESSING_H
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#define COLLISION_PROCESSING_H
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#include <algorithm>
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// This test shows collision processing and tests
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// deferred body destruction.
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class CollisionProcessing : public Test
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{
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public:
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CollisionProcessing()
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{
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// Ground body
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{
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b2EdgeShape shape;
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shape.Set(b2Vec2(-50.0f, 0.0f), b2Vec2(50.0f, 0.0f));
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b2FixtureDef sd;
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sd.shape = &shape;
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b2BodyDef bd;
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b2Body* ground = m_world->CreateBody(&bd);
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ground->CreateFixture(&sd);
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}
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float32 xLo = -5.0f, xHi = 5.0f;
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float32 yLo = 2.0f, yHi = 35.0f;
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// Small triangle
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b2Vec2 vertices[3];
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vertices[0].Set(-1.0f, 0.0f);
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vertices[1].Set(1.0f, 0.0f);
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vertices[2].Set(0.0f, 2.0f);
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b2PolygonShape polygon;
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polygon.Set(vertices, 3);
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b2FixtureDef triangleShapeDef;
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triangleShapeDef.shape = &polygon;
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triangleShapeDef.density = 1.0f;
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b2BodyDef triangleBodyDef;
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triangleBodyDef.type = b2_dynamicBody;
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triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body1 = m_world->CreateBody(&triangleBodyDef);
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body1->CreateFixture(&triangleShapeDef);
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// Large triangle (recycle definitions)
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vertices[0] *= 2.0f;
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vertices[1] *= 2.0f;
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vertices[2] *= 2.0f;
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polygon.Set(vertices, 3);
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triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body2 = m_world->CreateBody(&triangleBodyDef);
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body2->CreateFixture(&triangleShapeDef);
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// Small box
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polygon.SetAsBox(1.0f, 0.5f);
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b2FixtureDef boxShapeDef;
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boxShapeDef.shape = &polygon;
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boxShapeDef.density = 1.0f;
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b2BodyDef boxBodyDef;
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boxBodyDef.type = b2_dynamicBody;
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boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body3 = m_world->CreateBody(&boxBodyDef);
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body3->CreateFixture(&boxShapeDef);
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// Large box (recycle definitions)
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polygon.SetAsBox(2.0f, 1.0f);
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boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body4 = m_world->CreateBody(&boxBodyDef);
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body4->CreateFixture(&boxShapeDef);
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// Small circle
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b2CircleShape circle;
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circle.m_radius = 1.0f;
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b2FixtureDef circleShapeDef;
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circleShapeDef.shape = &circle;
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circleShapeDef.density = 1.0f;
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b2BodyDef circleBodyDef;
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circleBodyDef.type = b2_dynamicBody;
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circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body5 = m_world->CreateBody(&circleBodyDef);
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body5->CreateFixture(&circleShapeDef);
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// Large circle
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circle.m_radius *= 2.0f;
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circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body6 = m_world->CreateBody(&circleBodyDef);
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body6->CreateFixture(&circleShapeDef);
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}
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void Step(Settings* settings)
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{
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Test::Step(settings);
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// We are going to destroy some bodies according to contact
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// points. We must buffer the bodies that should be destroyed
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// because they may belong to multiple contact points.
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const int32 k_maxNuke = 6;
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b2Body* nuke[k_maxNuke];
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int32 nukeCount = 0;
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// Traverse the contact results. Destroy bodies that
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// are touching heavier bodies.
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for (int32 i = 0; i < m_pointCount; ++i)
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{
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ContactPoint* point = m_points + i;
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b2Body* body1 = point->fixtureA->GetBody();
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b2Body* body2 = point->fixtureB->GetBody();
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float32 mass1 = body1->GetMass();
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float32 mass2 = body2->GetMass();
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if (mass1 > 0.0f && mass2 > 0.0f)
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{
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if (mass2 > mass1)
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{
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nuke[nukeCount++] = body1;
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}
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else
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{
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nuke[nukeCount++] = body2;
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}
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if (nukeCount == k_maxNuke)
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{
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break;
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}
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}
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}
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// Sort the nuke array to group duplicates.
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std::sort(nuke, nuke + nukeCount);
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// Destroy the bodies, skipping duplicates.
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int32 i = 0;
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while (i < nukeCount)
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{
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b2Body* b = nuke[i++];
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while (i < nukeCount && nuke[i] == b)
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{
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++i;
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}
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if (b != m_bomb)
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{
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m_world->DestroyBody(b);
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}
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}
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}
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static Test* Create()
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{
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return new CollisionProcessing;
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}
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};
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#endif
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