mirror of https://github.com/axmolengine/axmol.git
216 lines
4.8 KiB
C++
216 lines
4.8 KiB
C++
/*
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* Copyright (c) 2006-2009 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 DOMINOS_H
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#define DOMINOS_H
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class Dominos : public Test
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{
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public:
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Dominos()
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{
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b2Body* b1;
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{
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b2PolygonShape shape;
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shape.SetAsEdge(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
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b2BodyDef bd;
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b1 = m_world->CreateBody(&bd);
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b1->CreateFixture(&shape, 0.0f);
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(6.0f, 0.25f);
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b2BodyDef bd;
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bd.position.Set(-1.5f, 10.0f);
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b2Body* ground = m_world->CreateBody(&bd);
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ground->CreateFixture(&shape, 0.0f);
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.1f, 1.0f);
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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 = 0.1f;
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for (int i = 0; i < 10; ++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(-6.0f + 1.0f * i, 11.25f);
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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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{
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b2PolygonShape shape;
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shape.SetAsBox(7.0f, 0.25f, b2Vec2_zero, 0.3f);
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b2BodyDef bd;
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bd.position.Set(1.0f, 6.0f);
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b2Body* ground = m_world->CreateBody(&bd);
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ground->CreateFixture(&shape, 0.0f);
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}
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b2Body* b2;
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.25f, 1.5f);
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b2BodyDef bd;
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bd.position.Set(-7.0f, 4.0f);
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b2 = m_world->CreateBody(&bd);
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b2->CreateFixture(&shape, 0.0f);
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}
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b2Body* b3;
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{
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b2PolygonShape shape;
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shape.SetAsBox(6.0f, 0.125f);
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-0.9f, 1.0f);
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bd.angle = -0.15f;
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b3 = m_world->CreateBody(&bd);
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b3->CreateFixture(&shape, 10.0f);
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}
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b2RevoluteJointDef jd;
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b2Vec2 anchor;
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anchor.Set(-2.0f, 1.0f);
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jd.Initialize(b1, b3, anchor);
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jd.collideConnected = true;
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m_world->CreateJoint(&jd);
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b2Body* b4;
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.25f, 0.25f);
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-10.0f, 15.0f);
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b4 = m_world->CreateBody(&bd);
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b4->CreateFixture(&shape, 10.0f);
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}
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anchor.Set(-7.0f, 15.0f);
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jd.Initialize(b2, b4, anchor);
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m_world->CreateJoint(&jd);
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b2Body* b5;
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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(6.5f, 3.0f);
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b5 = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 10.0f;
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fd.friction = 0.1f;
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shape.SetAsBox(1.0f, 0.1f, b2Vec2(0.0f, -0.9f), 0.0f);
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b5->CreateFixture(&fd);
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shape.SetAsBox(0.1f, 1.0f, b2Vec2(-0.9f, 0.0f), 0.0f);
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b5->CreateFixture(&fd);
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shape.SetAsBox(0.1f, 1.0f, b2Vec2(0.9f, 0.0f), 0.0f);
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b5->CreateFixture(&fd);
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}
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anchor.Set(6.0f, 2.0f);
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jd.Initialize(b1, b5, anchor);
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m_world->CreateJoint(&jd);
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b2Body* b6;
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{
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b2PolygonShape shape;
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shape.SetAsBox(1.0f, 0.1f);
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(6.5f, 4.1f);
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b6 = m_world->CreateBody(&bd);
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b6->CreateFixture(&shape, 30.0f);
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}
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anchor.Set(7.5f, 4.0f);
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jd.Initialize(b5, b6, anchor);
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m_world->CreateJoint(&jd);
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b2Body* b7;
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.1f, 1.0f);
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(7.4f, 1.0f);
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b7 = m_world->CreateBody(&bd);
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b7->CreateFixture(&shape, 10.0f);
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}
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b2DistanceJointDef djd;
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djd.bodyA = b3;
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djd.bodyB = b7;
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djd.localAnchorA.Set(6.0f, 0.0f);
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djd.localAnchorB.Set(0.0f, -1.0f);
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b2Vec2 d = djd.bodyB->GetWorldPoint(djd.localAnchorB) - djd.bodyA->GetWorldPoint(djd.localAnchorA);
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djd.length = d.Length();
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m_world->CreateJoint(&djd);
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{
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float32 radius = 0.2f;
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b2CircleShape shape;
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shape.m_radius = radius;
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for (int i = 0; i < 4; ++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(5.9f + 2.0f * radius * i, 2.4f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&shape, 10.0f);
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}
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}
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}
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static Test* Create()
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{
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return new Dominos;
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}
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};
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#endif
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