paulxstretch/deps/juce/examples/Assets/Box2DTests/OneSidedPlatform.h

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/*
* Copyright (c) 2008-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef ONE_SIDED_PLATFORM_H
#define ONE_SIDED_PLATFORM_H
class OneSidedPlatform : public Test
{
public:
enum State
{
e_unknown,
e_above,
e_below
};
OneSidedPlatform()
{
// Ground
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
// Platform
{
b2BodyDef bd;
bd.position.Set(0.0f, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(3.0f, 0.5f);
m_platform = body->CreateFixture(&shape, 0.0f);
m_bottom = 10.0f - 0.5f;
m_top = 10.0f + 0.5f;
}
// Actor
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 12.0f);
b2Body* body = m_world->CreateBody(&bd);
m_radius = 0.5f;
b2CircleShape shape;
shape.m_radius = m_radius;
m_character = body->CreateFixture(&shape, 20.0f);
body->SetLinearVelocity(b2Vec2(0.0f, -50.0f));
m_state = e_unknown;
}
}
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{
Test::PreSolve(contact, oldManifold);
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
if (fixtureA != m_platform && fixtureA != m_character)
{
return;
}
if (fixtureB != m_platform && fixtureB != m_character)
{
return;
}
b2Vec2 position = m_character->GetBody()->GetPosition();
if (position.y < m_top + m_radius - 3.0f * b2_linearSlop)
{
contact->SetEnabled(false);
}
}
void Step(Settings* settings)
{
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "Press: (c) create a shape, (d) destroy a shape.");
m_textLine += 15;
}
static Test* Create()
{
return new OneSidedPlatform;
}
float32 m_radius, m_top, m_bottom;
State m_state;
b2Fixture* m_platform;
b2Fixture* m_character;
};
#endif