156 lines
4.3 KiB
C
156 lines
4.3 KiB
C
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/*
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* Copyright (c) 2008-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BREAKABLE_TEST_H
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#define BREAKABLE_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.Set(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)
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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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float32 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)
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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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float32 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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#endif
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