171 lines
3.7 KiB
C++
171 lines
3.7 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 Confined : 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_columnCount = 0,
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e_rowCount = 0
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};
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Confined()
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{
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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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// Floor
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shape.SetTwoSided(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f));
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ground->CreateFixture(&shape, 0.0f);
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// Left wall
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shape.SetTwoSided(b2Vec2(-10.0f, 0.0f), b2Vec2(-10.0f, 20.0f));
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ground->CreateFixture(&shape, 0.0f);
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// Right wall
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shape.SetTwoSided(b2Vec2(10.0f, 0.0f), b2Vec2(10.0f, 20.0f));
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ground->CreateFixture(&shape, 0.0f);
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// Roof
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shape.SetTwoSided(b2Vec2(-10.0f, 20.0f), b2Vec2(10.0f, 20.0f));
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ground->CreateFixture(&shape, 0.0f);
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}
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float radius = 0.5f;
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b2CircleShape shape;
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shape.m_p.SetZero();
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shape.m_radius = radius;
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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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fd.friction = 0.1f;
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for (int32 j = 0; j < e_columnCount; ++j)
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{
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for (int i = 0; i < e_rowCount; ++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(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius);
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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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m_world->SetGravity(b2Vec2(0.0f, 0.0f));
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}
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void CreateCircle()
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{
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float radius = 2.0f;
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b2CircleShape shape;
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shape.m_p.SetZero();
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shape.m_radius = radius;
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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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fd.friction = 0.0f;
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b2Vec2 p(RandomFloat(), 3.0f + RandomFloat());
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position = p;
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//bd.allowSleep = false;
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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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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_C:
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CreateCircle();
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break;
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}
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}
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void Step(Settings& settings) override
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{
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bool sleeping = true;
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for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
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{
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if (b->GetType() != b2_dynamicBody)
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{
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continue;
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}
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if (b->IsAwake())
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{
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sleeping = false;
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}
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}
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if (m_stepCount == 180)
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{
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m_stepCount += 0;
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}
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//if (sleeping)
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//{
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// CreateCircle();
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//}
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Test::Step(settings);
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for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
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{
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if (b->GetType() != b2_dynamicBody)
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{
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continue;
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}
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b2Vec2 p = b->GetPosition();
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if (p.x <= -10.0f || 10.0f <= p.x || p.y <= 0.0f || 20.0f <= p.y)
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{
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p.x += 0.0f;
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}
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}
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g_debugDraw.DrawString(5, m_textLine, "Press 'c' to create a circle.");
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m_textLine += m_textIncrement;
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}
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static Test* Create()
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{
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return new Confined;
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}
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};
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static int testIndex = RegisterTest("Solver", "Confined", Confined::Create);
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