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 "box2d/box2d.h"
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#include "doctest.h"
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#include <stdio.h>
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static bool begin_contact = false;
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class MyContactListener : public b2ContactListener
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{
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public:
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void BeginContact(b2Contact* contact)
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{
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begin_contact = true;
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}
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};
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DOCTEST_TEST_CASE("begin contact")
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{
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b2World world = b2World(b2Vec2(0.0f, -10.0f));
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MyContactListener listener;
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world.SetContactListener(&listener);
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b2CircleShape circle;
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circle.m_radius = 5.f;
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b2BodyDef bodyDef;
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bodyDef.type = b2_dynamicBody;
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b2Body* bodyA = world.CreateBody(&bodyDef);
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b2Body* bodyB = world.CreateBody(&bodyDef);
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bodyA->CreateFixture(&circle, 0.0f);
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bodyB->CreateFixture(&circle, 0.0f);
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bodyA->SetTransform(b2Vec2(0.f, 0.f), 0.f);
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bodyB->SetTransform(b2Vec2(100.f, 0.f), 0.f);
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const float timeStep = 1.f / 60.f;
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const int32 velocityIterations = 6;
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const int32 positionIterations = 2;
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world.Step(timeStep, velocityIterations, positionIterations);
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CHECK(world.GetContactList() == nullptr);
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CHECK(begin_contact == false);
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bodyB->SetTransform(b2Vec2(1.f, 0.f), 0.f);
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world.Step(timeStep, velocityIterations, positionIterations);
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CHECK(world.GetContactList() != nullptr);
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CHECK(begin_contact == true);
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}
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