mirror of https://github.com/axmolengine/axmol.git
358 lines
8.9 KiB
C++
358 lines
8.9 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 DYNAMIC_TREE_TEST_H
|
|
#define DYNAMIC_TREE_TEST_H
|
|
|
|
class DynamicTreeTest : public Test
|
|
{
|
|
public:
|
|
|
|
enum
|
|
{
|
|
e_actorCount = 128
|
|
};
|
|
|
|
DynamicTreeTest()
|
|
{
|
|
m_worldExtent = 15.0f;
|
|
m_proxyExtent = 0.5f;
|
|
|
|
srand(888);
|
|
|
|
for (int32 i = 0; i < e_actorCount; ++i)
|
|
{
|
|
Actor* actor = m_actors + i;
|
|
GetRandomAABB(&actor->aabb);
|
|
actor->proxyId = m_tree.CreateProxy(actor->aabb, actor);
|
|
}
|
|
|
|
m_stepCount = 0;
|
|
|
|
float32 h = m_worldExtent;
|
|
m_queryAABB.lowerBound.Set(-3.0f, -4.0f + h);
|
|
m_queryAABB.upperBound.Set(5.0f, 6.0f + h);
|
|
|
|
m_rayCastInput.p1.Set(-5.0, 5.0f + h);
|
|
m_rayCastInput.p2.Set(7.0f, -4.0f + h);
|
|
//m_rayCastInput.p1.Set(0.0f, 2.0f + h);
|
|
//m_rayCastInput.p2.Set(0.0f, -2.0f + h);
|
|
m_rayCastInput.maxFraction = 1.0f;
|
|
|
|
m_automated = false;
|
|
}
|
|
|
|
static Test* Create()
|
|
{
|
|
return new DynamicTreeTest;
|
|
}
|
|
|
|
void Step(Settings* settings)
|
|
{
|
|
B2_NOT_USED(settings);
|
|
|
|
m_rayActor = NULL;
|
|
for (int32 i = 0; i < e_actorCount; ++i)
|
|
{
|
|
m_actors[i].fraction = 1.0f;
|
|
m_actors[i].overlap = false;
|
|
}
|
|
|
|
if (m_automated == true)
|
|
{
|
|
int32 actionCount = b2Max(1, e_actorCount >> 2);
|
|
|
|
for (int32 i = 0; i < actionCount; ++i)
|
|
{
|
|
Action();
|
|
}
|
|
}
|
|
|
|
Query();
|
|
RayCast();
|
|
|
|
for (int32 i = 0; i < e_actorCount; ++i)
|
|
{
|
|
Actor* actor = m_actors + i;
|
|
if (actor->proxyId == b2_nullNode)
|
|
continue;
|
|
|
|
b2Color c(0.9f, 0.9f, 0.9f);
|
|
if (actor == m_rayActor && actor->overlap)
|
|
{
|
|
c.Set(0.9f, 0.6f, 0.6f);
|
|
}
|
|
else if (actor == m_rayActor)
|
|
{
|
|
c.Set(0.6f, 0.9f, 0.6f);
|
|
}
|
|
else if (actor->overlap)
|
|
{
|
|
c.Set(0.6f, 0.6f, 0.9f);
|
|
}
|
|
|
|
m_debugDraw.DrawAABB(&actor->aabb, c);
|
|
}
|
|
|
|
b2Color c(0.7f, 0.7f, 0.7f);
|
|
m_debugDraw.DrawAABB(&m_queryAABB, c);
|
|
|
|
m_debugDraw.DrawSegment(m_rayCastInput.p1, m_rayCastInput.p2, c);
|
|
|
|
b2Color c1(0.2f, 0.9f, 0.2f);
|
|
b2Color c2(0.9f, 0.2f, 0.2f);
|
|
m_debugDraw.DrawPoint(m_rayCastInput.p1, 6.0f, c1);
|
|
m_debugDraw.DrawPoint(m_rayCastInput.p2, 6.0f, c2);
|
|
|
|
if (m_rayActor)
|
|
{
|
|
b2Color cr(0.2f, 0.2f, 0.9f);
|
|
b2Vec2 p = m_rayCastInput.p1 + m_rayActor->fraction * (m_rayCastInput.p2 - m_rayCastInput.p1);
|
|
m_debugDraw.DrawPoint(p, 6.0f, cr);
|
|
}
|
|
|
|
{
|
|
int32 height = m_tree.GetHeight();
|
|
m_debugDraw.DrawString(5, m_textLine, "dynamic tree height = %d", height);
|
|
m_textLine += 15;
|
|
}
|
|
|
|
++m_stepCount;
|
|
}
|
|
|
|
void Keyboard(unsigned char key)
|
|
{
|
|
switch (key)
|
|
{
|
|
case 'a':
|
|
m_automated = !m_automated;
|
|
break;
|
|
|
|
case 'c':
|
|
CreateProxy();
|
|
break;
|
|
|
|
case 'd':
|
|
DestroyProxy();
|
|
break;
|
|
|
|
case 'm':
|
|
MoveProxy();
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool QueryCallback(int32 proxyId)
|
|
{
|
|
Actor* actor = (Actor*)m_tree.GetUserData(proxyId);
|
|
actor->overlap = b2TestOverlap(m_queryAABB, actor->aabb);
|
|
return true;
|
|
}
|
|
|
|
float32 RayCastCallback(const b2RayCastInput& input, int32 proxyId)
|
|
{
|
|
Actor* actor = (Actor*)m_tree.GetUserData(proxyId);
|
|
|
|
b2RayCastOutput output;
|
|
bool hit = actor->aabb.RayCast(&output, input);
|
|
|
|
if (hit)
|
|
{
|
|
m_rayCastOutput = output;
|
|
m_rayActor = actor;
|
|
m_rayActor->fraction = output.fraction;
|
|
return output.fraction;
|
|
}
|
|
|
|
return input.maxFraction;
|
|
}
|
|
|
|
private:
|
|
|
|
struct Actor
|
|
{
|
|
b2AABB aabb;
|
|
float32 fraction;
|
|
bool overlap;
|
|
int32 proxyId;
|
|
};
|
|
|
|
void GetRandomAABB(b2AABB* aabb)
|
|
{
|
|
b2Vec2 w; w.Set(2.0f * m_proxyExtent, 2.0f * m_proxyExtent);
|
|
//aabb->lowerBound.x = -m_proxyExtent;
|
|
//aabb->lowerBound.y = -m_proxyExtent + m_worldExtent;
|
|
aabb->lowerBound.x = RandomFloat(-m_worldExtent, m_worldExtent);
|
|
aabb->lowerBound.y = RandomFloat(0.0f, 2.0f * m_worldExtent);
|
|
aabb->upperBound = aabb->lowerBound + w;
|
|
}
|
|
|
|
void MoveAABB(b2AABB* aabb)
|
|
{
|
|
b2Vec2 d;
|
|
d.x = RandomFloat(-0.5f, 0.5f);
|
|
d.y = RandomFloat(-0.5f, 0.5f);
|
|
//d.x = 2.0f;
|
|
//d.y = 0.0f;
|
|
aabb->lowerBound += d;
|
|
aabb->upperBound += d;
|
|
|
|
b2Vec2 c0 = 0.5f * (aabb->lowerBound + aabb->upperBound);
|
|
b2Vec2 min; min.Set(-m_worldExtent, 0.0f);
|
|
b2Vec2 max; max.Set(m_worldExtent, 2.0f * m_worldExtent);
|
|
b2Vec2 c = b2Clamp(c0, min, max);
|
|
|
|
aabb->lowerBound += c - c0;
|
|
aabb->upperBound += c - c0;
|
|
}
|
|
|
|
void CreateProxy()
|
|
{
|
|
for (int32 i = 0; i < e_actorCount; ++i)
|
|
{
|
|
int32 j = rand() % e_actorCount;
|
|
Actor* actor = m_actors + j;
|
|
if (actor->proxyId == b2_nullNode)
|
|
{
|
|
GetRandomAABB(&actor->aabb);
|
|
actor->proxyId = m_tree.CreateProxy(actor->aabb, actor);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DestroyProxy()
|
|
{
|
|
for (int32 i = 0; i < e_actorCount; ++i)
|
|
{
|
|
int32 j = rand() % e_actorCount;
|
|
Actor* actor = m_actors + j;
|
|
if (actor->proxyId != b2_nullNode)
|
|
{
|
|
m_tree.DestroyProxy(actor->proxyId);
|
|
actor->proxyId = b2_nullNode;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void MoveProxy()
|
|
{
|
|
for (int32 i = 0; i < e_actorCount; ++i)
|
|
{
|
|
int32 j = rand() % e_actorCount;
|
|
Actor* actor = m_actors + j;
|
|
if (actor->proxyId == b2_nullNode)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
b2AABB aabb0 = actor->aabb;
|
|
MoveAABB(&actor->aabb);
|
|
b2Vec2 displacement = actor->aabb.GetCenter() - aabb0.GetCenter();
|
|
m_tree.MoveProxy(actor->proxyId, actor->aabb, displacement);
|
|
return;
|
|
}
|
|
}
|
|
|
|
void Action()
|
|
{
|
|
int32 choice = rand() % 20;
|
|
|
|
switch (choice)
|
|
{
|
|
case 0:
|
|
CreateProxy();
|
|
break;
|
|
|
|
case 1:
|
|
DestroyProxy();
|
|
break;
|
|
|
|
default:
|
|
MoveProxy();
|
|
}
|
|
}
|
|
|
|
void Query()
|
|
{
|
|
m_tree.Query(this, m_queryAABB);
|
|
|
|
for (int32 i = 0; i < e_actorCount; ++i)
|
|
{
|
|
if (m_actors[i].proxyId == b2_nullNode)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
bool overlap = b2TestOverlap(m_queryAABB, m_actors[i].aabb);
|
|
B2_NOT_USED(overlap);
|
|
b2Assert(overlap == m_actors[i].overlap);
|
|
}
|
|
}
|
|
|
|
void RayCast()
|
|
{
|
|
m_rayActor = NULL;
|
|
|
|
b2RayCastInput input = m_rayCastInput;
|
|
|
|
// Ray cast against the dynamic tree.
|
|
m_tree.RayCast(this, input);
|
|
|
|
// Brute force ray cast.
|
|
Actor* bruteActor = NULL;
|
|
b2RayCastOutput bruteOutput;
|
|
for (int32 i = 0; i < e_actorCount; ++i)
|
|
{
|
|
if (m_actors[i].proxyId == b2_nullNode)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
b2RayCastOutput output;
|
|
bool hit = m_actors[i].aabb.RayCast(&output, input);
|
|
if (hit)
|
|
{
|
|
bruteActor = m_actors + i;
|
|
bruteOutput = output;
|
|
input.maxFraction = output.fraction;
|
|
}
|
|
}
|
|
|
|
if (bruteActor != NULL)
|
|
{
|
|
b2Assert(bruteOutput.fraction == m_rayCastOutput.fraction);
|
|
}
|
|
}
|
|
|
|
float32 m_worldExtent;
|
|
float32 m_proxyExtent;
|
|
|
|
b2DynamicTree m_tree;
|
|
b2AABB m_queryAABB;
|
|
b2RayCastInput m_rayCastInput;
|
|
b2RayCastOutput m_rayCastOutput;
|
|
Actor* m_rayActor;
|
|
Actor m_actors[e_actorCount];
|
|
int32 m_stepCount;
|
|
bool m_automated;
|
|
};
|
|
|
|
#endif
|