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