Add initial prototype.
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170
3-mid/physics/implement/box2d/contrib/testbed/tests/pinball.cpp
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170
3-mid/physics/implement/box2d/contrib/testbed/tests/pinball.cpp
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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 tests bullet collision and provides an example of a gameplay scenario.
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/// This also uses a loop shape.
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class Pinball : public Test
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{
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public:
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Pinball()
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{
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// Ground body
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b2Body* ground = NULL;
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{
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b2BodyDef bd;
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ground = m_world->CreateBody(&bd);
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b2Vec2 vs[5];
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vs[0].Set(-8.0f, 6.0f);
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vs[1].Set(-8.0f, 20.0f);
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vs[2].Set(8.0f, 20.0f);
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vs[3].Set(8.0f, 6.0f);
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vs[4].Set(0.0f, -2.0f);
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b2ChainShape loop;
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loop.CreateLoop(vs, 5);
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b2FixtureDef fd;
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fd.shape = &loop;
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fd.density = 0.0f;
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ground->CreateFixture(&fd);
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}
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// Flippers
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{
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b2Vec2 p1(-2.0f, 0.0f), p2(2.0f, 0.0f);
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position = p1;
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b2Body* leftFlipper = m_world->CreateBody(&bd);
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bd.position = p2;
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b2Body* rightFlipper = m_world->CreateBody(&bd);
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b2PolygonShape box;
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box.SetAsBox(1.75f, 0.1f);
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b2FixtureDef fd;
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fd.shape = &box;
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fd.density = 1.0f;
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leftFlipper->CreateFixture(&fd);
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rightFlipper->CreateFixture(&fd);
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b2RevoluteJointDef jd;
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jd.bodyA = ground;
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jd.localAnchorB.SetZero();
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jd.enableMotor = true;
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jd.maxMotorTorque = 1000.0f;
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jd.enableLimit = true;
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jd.motorSpeed = 0.0f;
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jd.localAnchorA = p1;
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jd.bodyB = leftFlipper;
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jd.lowerAngle = -30.0f * b2_pi / 180.0f;
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jd.upperAngle = 5.0f * b2_pi / 180.0f;
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m_leftJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
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jd.motorSpeed = 0.0f;
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jd.localAnchorA = p2;
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jd.bodyB = rightFlipper;
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jd.lowerAngle = -5.0f * b2_pi / 180.0f;
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jd.upperAngle = 30.0f * b2_pi / 180.0f;
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m_rightJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
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}
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// Circle character
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{
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b2BodyDef bd;
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bd.position.Set(1.0f, 15.0f);
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bd.type = b2_dynamicBody;
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bd.bullet = true;
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m_ball = m_world->CreateBody(&bd);
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b2CircleShape shape;
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shape.m_radius = 0.2f;
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 1.0f;
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m_ball->CreateFixture(&fd);
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}
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m_button = false;
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}
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void Step(Settings& settings) override
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{
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if (m_button)
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{
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m_leftJoint->SetMotorSpeed(20.0f);
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m_rightJoint->SetMotorSpeed(-20.0f);
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}
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else
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{
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m_leftJoint->SetMotorSpeed(-10.0f);
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m_rightJoint->SetMotorSpeed(10.0f);
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}
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Test::Step(settings);
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g_debugDraw.DrawString(5, m_textLine, "Press 'a' to control the flippers");
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m_textLine += m_textIncrement;
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}
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void Keyboard(int key) override
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{
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switch (key)
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{
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case GLFW_KEY_A:
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m_button = true;
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break;
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}
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}
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void KeyboardUp(int key) override
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{
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switch (key)
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{
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case GLFW_KEY_A:
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m_button = false;
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break;
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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 Pinball;
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}
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b2RevoluteJoint* m_leftJoint;
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b2RevoluteJoint* m_rightJoint;
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b2Body* m_ball;
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bool m_button;
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};
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static int testIndex = RegisterTest("Examples", "Pinball", Pinball::Create);
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