Add initial prototype.
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// 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 used to test sensor shapes.
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class Breakable : public Test
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{
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public:
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enum
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{
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e_count = 7
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};
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Breakable()
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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(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
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ground->CreateFixture(&shape, 0.0f);
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}
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// Breakable dynamic body
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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(0.0f, 40.0f);
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bd.angle = 0.25f * b2_pi;
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m_body1 = m_world->CreateBody(&bd);
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m_shape1.SetAsBox(0.5f, 0.5f, b2Vec2(-0.5f, 0.0f), 0.0f);
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m_piece1 = m_body1->CreateFixture(&m_shape1, 1.0f);
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m_shape2.SetAsBox(0.5f, 0.5f, b2Vec2(0.5f, 0.0f), 0.0f);
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m_piece2 = m_body1->CreateFixture(&m_shape2, 1.0f);
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}
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m_break = false;
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m_broke = false;
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}
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void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) override
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{
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if (m_broke)
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{
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// The body already broke.
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return;
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}
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// Should the body break?
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int32 count = contact->GetManifold()->pointCount;
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float maxImpulse = 0.0f;
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for (int32 i = 0; i < count; ++i)
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{
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maxImpulse = b2Max(maxImpulse, impulse->normalImpulses[i]);
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}
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if (maxImpulse > 40.0f)
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{
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// Flag the body for breaking.
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m_break = true;
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}
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}
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void Break()
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{
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// Create two bodies from one.
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b2Body* body1 = m_piece1->GetBody();
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b2Vec2 center = body1->GetWorldCenter();
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body1->DestroyFixture(m_piece2);
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m_piece2 = NULL;
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position = body1->GetPosition();
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bd.angle = body1->GetAngle();
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b2Body* body2 = m_world->CreateBody(&bd);
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m_piece2 = body2->CreateFixture(&m_shape2, 1.0f);
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// Compute consistent velocities for new bodies based on
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// cached velocity.
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b2Vec2 center1 = body1->GetWorldCenter();
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b2Vec2 center2 = body2->GetWorldCenter();
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b2Vec2 velocity1 = m_velocity + b2Cross(m_angularVelocity, center1 - center);
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b2Vec2 velocity2 = m_velocity + b2Cross(m_angularVelocity, center2 - center);
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body1->SetAngularVelocity(m_angularVelocity);
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body1->SetLinearVelocity(velocity1);
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body2->SetAngularVelocity(m_angularVelocity);
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body2->SetLinearVelocity(velocity2);
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}
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void Step(Settings& settings) override
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{
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if (m_break)
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{
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Break();
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m_broke = true;
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m_break = false;
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}
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// Cache velocities to improve movement on breakage.
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if (m_broke == false)
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{
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m_velocity = m_body1->GetLinearVelocity();
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m_angularVelocity = m_body1->GetAngularVelocity();
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}
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Test::Step(settings);
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}
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static Test* Create()
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{
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return new Breakable;
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}
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b2Body* m_body1;
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b2Vec2 m_velocity;
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float m_angularVelocity;
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b2PolygonShape m_shape1;
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b2PolygonShape m_shape2;
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b2Fixture* m_piece1;
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b2Fixture* m_piece2;
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bool m_broke;
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bool m_break;
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};
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static int testIndex = RegisterTest("Examples", "Breakable", Breakable::Create);
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