mirror of https://github.com/axmolengine/axmol.git
217 lines
6.1 KiB
C++
217 lines
6.1 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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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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b2EdgeShape shape;
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shape.SetTwoSided(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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b2LinearStiffness(djd.stiffness, djd.damping, 1.0f, 1.0f, djd.bodyA, djd.bodyB);
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m_world->CreateJoint(&djd);
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{
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float radius = 0.2f;
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b2CircleShape shape;
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shape.m_radius = radius;
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for (int32 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() { return new Dominos; }
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};
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static int testIndex = RegisterTest("Examples", "Dominos", Dominos::Create);
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