mirror of https://github.com/axmolengine/axmol.git
257 lines
6.4 KiB
C++
257 lines
6.4 KiB
C++
// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "test.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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/// Instead this is used to test smooth collision on edge chains.
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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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b2EdgeShape shape;
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shape.SetTwoSided(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 with no adjacency information.
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// This shows the problematic case where a box shape can hit
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// an internal vertex.
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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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shape.SetTwoSided(b2Vec2(-8.0f, 1.0f), b2Vec2(-6.0f, 1.0f));
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ground->CreateFixture(&shape, 0.0f);
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shape.SetTwoSided(b2Vec2(-6.0f, 1.0f), b2Vec2(-4.0f, 1.0f));
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ground->CreateFixture(&shape, 0.0f);
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shape.SetTwoSided(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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// Chain shape
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{
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b2BodyDef bd;
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bd.angle = 0.25f * b2_pi;
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b2Body* ground = m_world->CreateBody(&bd);
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b2Vec2 vs[4];
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vs[0].Set(5.0f, 7.0f);
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vs[1].Set(6.0f, 8.0f);
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vs[2].Set(7.0f, 8.0f);
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vs[3].Set(8.0f, 7.0f);
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b2ChainShape shape;
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shape.CreateLoop(vs, 4);
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ground->CreateFixture(&shape, 0.0f);
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}
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// Square tiles. This shows that adjacency shapes may
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// have non-smooth collision. There is no solution
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// to this problem.
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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 an edge loop. Collision should be smooth.
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{
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b2BodyDef bd;
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b2Body* ground = m_world->CreateBody(&bd);
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b2Vec2 vs[4];
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vs[0].Set(-1.0f, 3.0f);
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vs[1].Set(1.0f, 3.0f);
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vs[2].Set(1.0f, 5.0f);
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vs[3].Set(-1.0f, 5.0f);
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b2ChainShape shape;
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shape.CreateLoop(vs, 4);
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ground->CreateFixture(&shape, 0.0f);
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}
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// Edge loop. Collision should be smooth.
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{
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b2BodyDef bd;
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bd.position.Set(-10.0f, 4.0f);
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b2Body* ground = m_world->CreateBody(&bd);
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b2Vec2 vs[10];
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vs[0].Set(0.0f, 0.0f);
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vs[1].Set(6.0f, 0.0f);
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vs[2].Set(6.0f, 2.0f);
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vs[3].Set(4.0f, 1.0f);
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vs[4].Set(2.0f, 2.0f);
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vs[5].Set(0.0f, 2.0f);
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vs[6].Set(-2.0f, 2.0f);
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vs[7].Set(-4.0f, 3.0f);
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vs[8].Set(-6.0f, 2.0f);
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vs[9].Set(-6.0f, 0.0f);
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b2ChainShape shape;
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shape.CreateLoop(vs, 10);
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ground->CreateFixture(&shape, 0.0f);
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}
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// Square character 1
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{
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b2BodyDef bd;
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bd.position.Set(-3.0f, 8.0f);
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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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// Square character 2
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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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b2PolygonShape shape;
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shape.SetAsBox(0.25f, 0.25f);
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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, 8.0f);
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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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float angle = 0.0f;
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float 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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// Circle character
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{
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b2BodyDef bd;
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bd.position.Set(-7.0f, 6.0f);
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bd.type = b2_dynamicBody;
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bd.allowSleep = false;
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m_character = m_world->CreateBody(&bd);
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b2CircleShape shape;
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shape.m_radius = 0.25f;
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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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fd.friction = 1.0f;
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m_character->CreateFixture(&fd);
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}
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}
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void Step(Settings& settings) override
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{
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b2Vec2 v = m_character->GetLinearVelocity();
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v.x = -5.0f;
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m_character->SetLinearVelocity(v);
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Test::Step(settings);
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DrawString(5, m_textLine, "This tests various character collision shapes.");
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DrawString(5, m_textLine, "Limitation: square and hexagon can snag on aligned boxes.");
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DrawString(5, m_textLine, "Feature: edge chains have smooth collision inside and out.");
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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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b2Body* m_character;
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};
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static int testIndex = RegisterTest("Examples", "Character Collision", CharacterCollision::Create);
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