mirror of https://github.com/axmolengine/axmol.git
169 lines
4.6 KiB
C++
169 lines
4.6 KiB
C++
/*
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* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com
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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 CHARACTER_COLLISION_H
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#define CHARACTER_COLLISION_H
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/// This is a test of typical character collision scenarios. This does not
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/// show how you should implement a character in your application.
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class CharacterCollision : public Test
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{
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public:
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CharacterCollision()
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{
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// Ground body
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{
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b2BodyDef bd;
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b2Body* ground = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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shape.SetAsEdge(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
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ground->CreateFixture(&shape, 0.0f);
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}
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// Collinear edges
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{
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b2BodyDef bd;
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b2Body* ground = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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shape.m_radius = 0.0f;
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shape.SetAsEdge(b2Vec2(-8.0f, 1.0f), b2Vec2(-6.0f, 1.0f));
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ground->CreateFixture(&shape, 0.0f);
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shape.SetAsEdge(b2Vec2(-6.0f, 1.0f), b2Vec2(-4.0f, 1.0f));
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ground->CreateFixture(&shape, 0.0f);
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shape.SetAsEdge(b2Vec2(-4.0f, 1.0f), b2Vec2(-2.0f, 1.0f));
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ground->CreateFixture(&shape, 0.0f);
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}
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// Square tiles
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{
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b2BodyDef bd;
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b2Body* ground = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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shape.SetAsBox(1.0f, 1.0f, b2Vec2(4.0f, 3.0f), 0.0f);
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ground->CreateFixture(&shape, 0.0f);
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shape.SetAsBox(1.0f, 1.0f, b2Vec2(6.0f, 3.0f), 0.0f);
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ground->CreateFixture(&shape, 0.0f);
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shape.SetAsBox(1.0f, 1.0f, b2Vec2(8.0f, 3.0f), 0.0f);
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ground->CreateFixture(&shape, 0.0f);
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}
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// Square made from edges notice how the edges are shrunk to account
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// for the polygon radius. This makes it so the square character does
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// not get snagged. However, ray casts can now go through the cracks.
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{
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b2BodyDef bd;
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b2Body* ground = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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float32 d = 2.0f * b2_polygonRadius;
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shape.SetAsEdge(b2Vec2(-1.0f + d, 3.0f), b2Vec2(1.0f - d, 3.0f));
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ground->CreateFixture(&shape, 0.0f);
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shape.SetAsEdge(b2Vec2(1.0f, 3.0f + d), b2Vec2(1.0f, 5.0f - d));
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ground->CreateFixture(&shape, 0.0f);
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shape.SetAsEdge(b2Vec2(1.0f - d, 5.0f), b2Vec2(-1.0f + d, 5.0f));
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ground->CreateFixture(&shape, 0.0f);
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shape.SetAsEdge(b2Vec2(-1.0f, 5.0f - d), b2Vec2(-1.0f, 3.0f + d));
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ground->CreateFixture(&shape, 0.0f);
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}
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// Square character
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{
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b2BodyDef bd;
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bd.position.Set(-3.0f, 5.0f);
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bd.type = b2_dynamicBody;
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bd.fixedRotation = true;
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bd.allowSleep = false;
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b2Body* body = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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shape.SetAsBox(0.5f, 0.5f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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body->CreateFixture(&fd);
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}
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// Hexagon character
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{
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b2BodyDef bd;
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bd.position.Set(-5.0f, 5.0f);
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bd.type = b2_dynamicBody;
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bd.fixedRotation = true;
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bd.allowSleep = false;
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b2Body* body = m_world->CreateBody(&bd);
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float32 angle = 0.0f;
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float32 delta = b2_pi / 3.0f;
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b2Vec2 vertices[6];
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for (int32 i = 0; i < 6; ++i)
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{
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vertices[i].Set(0.5f * cosf(angle), 0.5f * sinf(angle));
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angle += delta;
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}
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b2PolygonShape shape;
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shape.Set(vertices, 6);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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body->CreateFixture(&fd);
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}
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// Circle character
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{
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b2BodyDef bd;
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bd.position.Set(3.0f, 5.0f);
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bd.type = b2_dynamicBody;
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bd.fixedRotation = true;
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bd.allowSleep = false;
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b2Body* body = m_world->CreateBody(&bd);
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b2CircleShape shape;
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shape.m_radius = 0.5f;
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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body->CreateFixture(&fd);
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}
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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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m_debugDraw.DrawString(5, m_textLine, "This tests various character collision shapes");
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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 CharacterCollision;
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}
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};
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#endif
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