axmol/samples/Cpp/TestCpp/Classes/Box2DTestBed/Tests/Confined.h

168 lines
4.2 KiB
C++

/*
* Copyright (c) 2009 Erin Catto http://www.box2d.org
*
* 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 CONFINED_H
#define CONFINED_H
class Confined : public Test
{
public:
enum
{
e_columnCount = 0,
e_rowCount = 0
};
Confined()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
// Floor
shape.Set(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
// Left wall
shape.Set(b2Vec2(-10.0f, 0.0f), b2Vec2(-10.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
// Right wall
shape.Set(b2Vec2(10.0f, 0.0f), b2Vec2(10.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
// Roof
shape.Set(b2Vec2(-10.0f, 20.0f), b2Vec2(10.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
}
float32 radius = 0.5f;
b2CircleShape shape;
shape.m_p.SetZero();
shape.m_radius = radius;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.1f;
for (int32 j = 0; j < e_columnCount; ++j)
{
for (int i = 0; i < e_rowCount; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
}
m_world->SetGravity(b2Vec2(0.0f, 0.0f));
}
void CreateCircle()
{
float32 radius = 2.0f;
b2CircleShape shape;
shape.m_p.SetZero();
shape.m_radius = radius;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.0f;
b2Vec2 p(RandomFloat(), 3.0f + RandomFloat());
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = p;
//bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'c':
CreateCircle();
break;
}
}
void Step(Settings* settings)
{
//bool sleeping = true;
for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetType() != b2_dynamicBody)
{
continue;
}
//if (b->IsAwake())
//{
// sleeping = false;
//}
}
if (m_stepCount == 180)
{
m_stepCount += 0;
}
//if (sleeping)
//{
// CreateCircle();
//}
Test::Step(settings);
for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetType() != b2_dynamicBody)
{
continue;
}
b2Vec2 p = b->GetPosition();
if (p.x <= -10.0f || 10.0f <= p.x || p.y <= 0.0f || 20.0f <= p.y)
{
p.x += 0.0;
}
}
m_debugDraw.DrawString(5, m_textLine, "Press 'c' to create a circle.");
m_textLine += 15;
}
static Test* Create()
{
return new Confined;
}
};
#endif