axmol/test_uphone/tests/Box2DTestBed/Test.cpp

388 lines
7.9 KiB
C++

#include "Test.h"
#include "GLES-Render.h"
#include <cstdio>
void DestructionListener::SayGoodbye(b2Joint* joint)
{
if (test->m_mouseJoint == joint)
{
test->m_mouseJoint = NULL;
}
else
{
test->JointDestroyed(joint);
}
}
Test::Test()
: m_debugDraw()
{
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
bool doSleep = true;
m_world = new b2World(gravity, doSleep);
m_bomb = NULL;
m_textLine = 30;
m_mouseJoint = NULL;
m_pointCount = 0;
m_destructionListener.test = this;
m_world->SetDestructionListener(&m_destructionListener);
m_world->SetContactListener(this);
m_world->SetDebugDraw(&m_debugDraw);
m_bombSpawning = false;
m_stepCount = 0;
b2BodyDef bodyDef;
m_groundBody = m_world->CreateBody(&bodyDef);
}
Test::~Test()
{
// By deleting the world, we delete the bomb, mouse joint, etc.
delete m_world;
m_world = NULL;
}
void Test::SetGravity( float x, float y)
{
float tVectorLength = sqrtf(x*x+y*y);
float newGravityX = 9.81f*x/tVectorLength;
float newGravityY = 9.81f*y/tVectorLength;
m_world->SetGravity(b2Vec2(newGravityX,newGravityY));
}
void Test::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{
const b2Manifold* manifold = contact->GetManifold();
if (manifold->pointCount == 0)
{
return;
}
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
b2PointState state1[b2_maxManifoldPoints], state2[b2_maxManifoldPoints];
b2GetPointStates(state1, state2, oldManifold, manifold);
b2WorldManifold worldManifold;
contact->GetWorldManifold(&worldManifold);
for (int i = 0; i < manifold->pointCount && m_pointCount < k_maxContactPoints; ++i)
{
ContactPoint* cp = m_points + m_pointCount;
cp->fixtureA = fixtureA;
cp->fixtureB = fixtureB;
cp->position = worldManifold.points[i];
cp->normal = worldManifold.normal;
cp->state = state2[i];
++m_pointCount;
}
}
void Test::DrawTitle(int x, int y, const char *string)
{
m_debugDraw.DrawString(x, y, string);
}
class QueryCallback : public b2QueryCallback
{
public:
QueryCallback(const b2Vec2& point)
{
m_point = point;
m_fixture = NULL;
}
bool ReportFixture(b2Fixture* fixture)
{
b2Body* body = fixture->GetBody();
if (body->GetType() == b2_dynamicBody)
{
bool inside = fixture->TestPoint(m_point);
if (inside)
{
m_fixture = fixture;
// We are done, terminate the query.
return false;
}
}
// Continue the query.
return true;
}
b2Vec2 m_point;
b2Fixture* m_fixture;
};
bool Test::MouseDown(const b2Vec2& p)
{
m_mouseWorld = p;
if (m_mouseJoint != NULL)
{
return false;
}
// Make a small box.
b2AABB aabb;
b2Vec2 d;
d.Set(0.001f, 0.001f);
aabb.lowerBound = p - d;
aabb.upperBound = p + d;
// Query the world for overlapping shapes.
QueryCallback callback(p);
m_world->QueryAABB(&callback, aabb);
if (callback.m_fixture)
{
b2Body* body = callback.m_fixture->GetBody();
b2MouseJointDef md;
md.bodyA = m_groundBody;
md.bodyB = body;
md.target = p;
md.maxForce = 1000.0f * body->GetMass();
m_mouseJoint = (b2MouseJoint*)m_world->CreateJoint(&md);
body->SetAwake(true);
return true;
}
return false;
}
void Test::SpawnBomb(const b2Vec2& worldPt)
{
m_bombSpawnPoint = worldPt;
m_bombSpawning = true;
}
void Test::CompleteBombSpawn(const b2Vec2& p)
{
if (m_bombSpawning == false)
{
return;
}
const float multiplier = 30.0f;
b2Vec2 vel = m_bombSpawnPoint - p;
vel *= multiplier;
LaunchBomb(m_bombSpawnPoint,vel);
m_bombSpawning = false;
}
void Test::ShiftMouseDown(const b2Vec2& p)
{
m_mouseWorld = p;
if (m_mouseJoint != NULL)
{
return;
}
SpawnBomb(p);
}
void Test::MouseUp(const b2Vec2& p)
{
if (m_mouseJoint)
{
m_world->DestroyJoint(m_mouseJoint);
m_mouseJoint = NULL;
}
if (m_bombSpawning)
{
CompleteBombSpawn(p);
}
}
void Test::MouseMove(const b2Vec2& p)
{
m_mouseWorld = p;
if (m_mouseJoint)
{
m_mouseJoint->SetTarget(p);
}
}
void Test::LaunchBomb()
{
b2Vec2 p(RandomFloat(-15.0f, 15.0f), 30.0f);
b2Vec2 v = -5.0f * p;
LaunchBomb(p, v);
}
void Test::LaunchBomb(const b2Vec2& position, const b2Vec2& velocity)
{
if (m_bomb)
{
m_world->DestroyBody(m_bomb);
m_bomb = NULL;
}
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = position;
bd.bullet = true;
m_bomb = m_world->CreateBody(&bd);
m_bomb->SetLinearVelocity(velocity);
b2CircleShape circle;
circle.m_radius = 0.3f;
b2FixtureDef fd;
fd.shape = &circle;
fd.density = 20.0f;
fd.restitution = 0.0f;
b2Vec2 minV = position - b2Vec2(0.3f,0.3f);
b2Vec2 maxV = position + b2Vec2(0.3f,0.3f);
b2AABB aabb;
aabb.lowerBound = minV;
aabb.upperBound = maxV;
m_bomb->CreateFixture(&fd);
}
void Test::Step(Settings* settings)
{
float32 timeStep = settings->hz > 0.0f ? 1.0f / settings->hz : float32(0.0f);
if (settings->pause)
{
if (settings->singleStep)
{
settings->singleStep = 0;
}
else
{
timeStep = 0.0f;
}
m_debugDraw.DrawString(5, m_textLine, "****PAUSED****");
m_textLine += 15;
}
unsigned int flags = 0;
flags += settings->drawShapes * b2DebugDraw::e_shapeBit;
flags += settings->drawJoints * b2DebugDraw::e_jointBit;
flags += settings->drawAABBs * b2DebugDraw::e_aabbBit;
flags += settings->drawPairs * b2DebugDraw::e_pairBit;
flags += settings->drawCOMs * b2DebugDraw::e_centerOfMassBit;
m_debugDraw.SetFlags(flags);
m_world->SetWarmStarting(settings->enableWarmStarting > 0);
m_world->SetContinuousPhysics(settings->enableContinuous > 0);
m_pointCount = 0;
m_world->Step(timeStep, settings->velocityIterations, settings->positionIterations);
if (timeStep > 0.0f)
{
++m_stepCount;
}
if (settings->drawStats)
{
m_debugDraw.DrawString(5, m_textLine, "bodies/contacts/joints/proxies = %d/%d/%d",
m_world->GetBodyCount(), m_world->GetContactCount(), m_world->GetJointCount(), m_world->GetProxyCount());
m_textLine += 15;
}
if (m_mouseJoint)
{
//b2Body* body = m_mouseJoint->GetBody2();
//b2Vec2 p1 = body->GetWorldPoint(m_mouseJoint->m_localAnchor);
//b2Vec2 p2 = m_mouseJoint->m_target;
// glPointSize(4.0f);
// glColor3f(0.0f, 1.0f, 0.0f);
// glBegin(GL_POINTS);
// glVertex2f(p1.x, p1.y);
// glVertex2f(p2.x, p2.y);
// glEnd();
// glPointSize(1.0f);
//
// glColor3f(0.8f, 0.8f, 0.8f);
// glBegin(GL_LINES);
// glVertex2f(p1.x, p1.y);
// glVertex2f(p2.x, p2.y);
// glEnd();
}
if (m_bombSpawning)
{
// glPointSize(4.0f);
// glColor3f(0.0f, 0.0f, 1.0f);
// glBegin(GL_POINTS);
// glColor3f(0.0f, 0.0f, 1.0f);
// glVertex2f(m_bombSpawnPoint.x, m_bombSpawnPoint.y);
// glEnd();
//
// glColor3f(0.8f, 0.8f, 0.8f);
// glBegin(GL_LINES);
// glVertex2f(m_mouseWorld.x, m_mouseWorld.y);
// glVertex2f(m_bombSpawnPoint.x, m_bombSpawnPoint.y);
// glEnd();
}
if (settings->drawContactPoints)
{
//const float32 k_impulseScale = 0.1f;
const float32 k_axisScale = 0.3f;
for (int i = 0; i < m_pointCount; ++i)
{
ContactPoint* point = m_points + i;
if (point->state == b2_addState)
{
// Add
m_debugDraw.DrawPoint(point->position, 10.0f, b2Color(0.3f, 0.95f, 0.3f));
}
else if (point->state == b2_persistState)
{
// Persist
m_debugDraw.DrawPoint(point->position, 5.0f, b2Color(0.3f, 0.3f, 0.95f));
}
if (settings->drawContactNormals == 1)
{
b2Vec2 p1 = point->position;
b2Vec2 p2 = p1 + k_axisScale * point->normal;
m_debugDraw.DrawSegment(p1, p2, b2Color(0.4f, 0.9f, 0.4f));
}
else if (settings->drawContactForces == 1)
{
//b2Vec2 p1 = point->position;
//b2Vec2 p2 = p1 + k_forceScale * point->normalForce * point->normal;
//DrawSegment(p1, p2, b2Color(0.9f, 0.9f, 0.3f));
}
if (settings->drawFrictionForces == 1)
{
//b2Vec2 tangent = b2Cross(point->normal, 1.0f);
//b2Vec2 p1 = point->position;
//b2Vec2 p2 = p1 + k_forceScale * point->tangentForce * tangent;
//DrawSegment(p1, p2, b2Color(0.9f, 0.9f, 0.3f));
}
}
}
}