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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#include <algorithm>
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// This test shows collision processing and tests
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// deferred body destruction.
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class CollisionProcessing : public Test
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{
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public:
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CollisionProcessing()
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{
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// Ground body
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{
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b2EdgeShape shape;
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shape.SetTwoSided(b2Vec2(-50.0f, 0.0f), b2Vec2(50.0f, 0.0f));
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b2FixtureDef sd;
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sd.shape = &shape;;
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b2BodyDef bd;
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b2Body* ground = m_world->CreateBody(&bd);
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ground->CreateFixture(&sd);
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}
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float xLo = -5.0f, xHi = 5.0f;
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float yLo = 2.0f, yHi = 35.0f;
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// Small triangle
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b2Vec2 vertices[3];
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vertices[0].Set(-1.0f, 0.0f);
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vertices[1].Set(1.0f, 0.0f);
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vertices[2].Set(0.0f, 2.0f);
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b2PolygonShape polygon;
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polygon.Set(vertices, 3);
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b2FixtureDef triangleShapeDef;
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triangleShapeDef.shape = &polygon;
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triangleShapeDef.density = 1.0f;
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b2BodyDef triangleBodyDef;
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triangleBodyDef.type = b2_dynamicBody;
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triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body1 = m_world->CreateBody(&triangleBodyDef);
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body1->CreateFixture(&triangleShapeDef);
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// Large triangle (recycle definitions)
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vertices[0] *= 2.0f;
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vertices[1] *= 2.0f;
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vertices[2] *= 2.0f;
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polygon.Set(vertices, 3);
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triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body2 = m_world->CreateBody(&triangleBodyDef);
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body2->CreateFixture(&triangleShapeDef);
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// Small box
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polygon.SetAsBox(1.0f, 0.5f);
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b2FixtureDef boxShapeDef;
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boxShapeDef.shape = &polygon;
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boxShapeDef.density = 1.0f;
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b2BodyDef boxBodyDef;
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boxBodyDef.type = b2_dynamicBody;
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boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body3 = m_world->CreateBody(&boxBodyDef);
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body3->CreateFixture(&boxShapeDef);
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// Large box (recycle definitions)
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polygon.SetAsBox(2.0f, 1.0f);
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boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body4 = m_world->CreateBody(&boxBodyDef);
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body4->CreateFixture(&boxShapeDef);
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// Small circle
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b2CircleShape circle;
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circle.m_radius = 1.0f;
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b2FixtureDef circleShapeDef;
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circleShapeDef.shape = &circle;
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circleShapeDef.density = 1.0f;
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b2BodyDef circleBodyDef;
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circleBodyDef.type = b2_dynamicBody;
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circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body5 = m_world->CreateBody(&circleBodyDef);
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body5->CreateFixture(&circleShapeDef);
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// Large circle
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circle.m_radius *= 2.0f;
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circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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b2Body* body6 = m_world->CreateBody(&circleBodyDef);
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body6->CreateFixture(&circleShapeDef);
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}
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void Step(Settings& settings) override
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{
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Test::Step(settings);
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// We are going to destroy some bodies according to contact
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// points. We must buffer the bodies that should be destroyed
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// because they may belong to multiple contact points.
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const int32 k_maxNuke = 6;
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b2Body* nuke[k_maxNuke];
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int32 nukeCount = 0;
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// Traverse the contact results. Destroy bodies that
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// are touching heavier bodies.
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for (int32 i = 0; i < m_pointCount; ++i)
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{
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ContactPoint* point = m_points + i;
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b2Body* body1 = point->fixtureA->GetBody();
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b2Body* body2 = point->fixtureB->GetBody();
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float mass1 = body1->GetMass();
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float mass2 = body2->GetMass();
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if (mass1 > 0.0f && mass2 > 0.0f)
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{
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if (mass2 > mass1)
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{
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nuke[nukeCount++] = body1;
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}
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else
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{
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nuke[nukeCount++] = body2;
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}
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if (nukeCount == k_maxNuke)
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{
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break;
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}
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}
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}
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// Sort the nuke array to group duplicates.
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std::sort(nuke, nuke + nukeCount);
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// Destroy the bodies, skipping duplicates.
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int32 i = 0;
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while (i < nukeCount)
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{
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b2Body* b = nuke[i++];
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while (i < nukeCount && nuke[i] == b)
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{
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++i;
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}
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if (b != m_bomb)
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{
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m_world->DestroyBody(b);
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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 CollisionProcessing;
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}
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};
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static int testIndex = RegisterTest("Examples", "Collision Processing", CollisionProcessing::Create);
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