git subrepo clone --branch=sono6good https://github.com/essej/JUCE.git deps/juce
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
This commit is contained in:
188
deps/juce/examples/Assets/Box2DTests/CollisionProcessing.h
vendored
Normal file
188
deps/juce/examples/Assets/Box2DTests/CollisionProcessing.h
vendored
Normal file
@ -0,0 +1,188 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2009 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 COLLISION_PROCESSING_H
|
||||
#define COLLISION_PROCESSING_H
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
// This test shows collision processing and tests
|
||||
// deferred body destruction.
|
||||
class CollisionProcessing : public Test
|
||||
{
|
||||
public:
|
||||
CollisionProcessing()
|
||||
{
|
||||
// Ground body
|
||||
{
|
||||
b2EdgeShape shape;
|
||||
shape.Set(b2Vec2(-50.0f, 0.0f), b2Vec2(50.0f, 0.0f));
|
||||
|
||||
b2FixtureDef sd;
|
||||
sd.shape = &shape;;
|
||||
|
||||
b2BodyDef bd;
|
||||
b2Body* ground = m_world->CreateBody(&bd);
|
||||
ground->CreateFixture(&sd);
|
||||
}
|
||||
|
||||
float32 xLo = -5.0f, xHi = 5.0f;
|
||||
float32 yLo = 2.0f, yHi = 35.0f;
|
||||
|
||||
// Small triangle
|
||||
b2Vec2 vertices[3];
|
||||
vertices[0].Set(-1.0f, 0.0f);
|
||||
vertices[1].Set(1.0f, 0.0f);
|
||||
vertices[2].Set(0.0f, 2.0f);
|
||||
|
||||
b2PolygonShape polygon;
|
||||
polygon.Set(vertices, 3);
|
||||
|
||||
b2FixtureDef triangleShapeDef;
|
||||
triangleShapeDef.shape = &polygon;
|
||||
triangleShapeDef.density = 1.0f;
|
||||
|
||||
b2BodyDef triangleBodyDef;
|
||||
triangleBodyDef.type = b2_dynamicBody;
|
||||
triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
|
||||
|
||||
b2Body* body1 = m_world->CreateBody(&triangleBodyDef);
|
||||
body1->CreateFixture(&triangleShapeDef);
|
||||
|
||||
// Large triangle (recycle definitions)
|
||||
vertices[0] *= 2.0f;
|
||||
vertices[1] *= 2.0f;
|
||||
vertices[2] *= 2.0f;
|
||||
polygon.Set(vertices, 3);
|
||||
|
||||
triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
|
||||
|
||||
b2Body* body2 = m_world->CreateBody(&triangleBodyDef);
|
||||
body2->CreateFixture(&triangleShapeDef);
|
||||
|
||||
// Small box
|
||||
polygon.SetAsBox(1.0f, 0.5f);
|
||||
|
||||
b2FixtureDef boxShapeDef;
|
||||
boxShapeDef.shape = &polygon;
|
||||
boxShapeDef.density = 1.0f;
|
||||
|
||||
b2BodyDef boxBodyDef;
|
||||
boxBodyDef.type = b2_dynamicBody;
|
||||
boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
|
||||
|
||||
b2Body* body3 = m_world->CreateBody(&boxBodyDef);
|
||||
body3->CreateFixture(&boxShapeDef);
|
||||
|
||||
// Large box (recycle definitions)
|
||||
polygon.SetAsBox(2.0f, 1.0f);
|
||||
boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
|
||||
|
||||
b2Body* body4 = m_world->CreateBody(&boxBodyDef);
|
||||
body4->CreateFixture(&boxShapeDef);
|
||||
|
||||
// Small circle
|
||||
b2CircleShape circle;
|
||||
circle.m_radius = 1.0f;
|
||||
|
||||
b2FixtureDef circleShapeDef;
|
||||
circleShapeDef.shape = &circle;
|
||||
circleShapeDef.density = 1.0f;
|
||||
|
||||
b2BodyDef circleBodyDef;
|
||||
circleBodyDef.type = b2_dynamicBody;
|
||||
circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
|
||||
|
||||
b2Body* body5 = m_world->CreateBody(&circleBodyDef);
|
||||
body5->CreateFixture(&circleShapeDef);
|
||||
|
||||
// Large circle
|
||||
circle.m_radius *= 2.0f;
|
||||
circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
|
||||
|
||||
b2Body* body6 = m_world->CreateBody(&circleBodyDef);
|
||||
body6->CreateFixture(&circleShapeDef);
|
||||
}
|
||||
|
||||
void Step(Settings* settings)
|
||||
{
|
||||
Test::Step(settings);
|
||||
|
||||
// We are going to destroy some bodies according to contact
|
||||
// points. We must buffer the bodies that should be destroyed
|
||||
// because they may belong to multiple contact points.
|
||||
const int32 k_maxNuke = 6;
|
||||
b2Body* nuke[k_maxNuke];
|
||||
int32 nukeCount = 0;
|
||||
|
||||
// Traverse the contact results. Destroy bodies that
|
||||
// are touching heavier bodies.
|
||||
for (int32 i = 0; i < m_pointCount; ++i)
|
||||
{
|
||||
ContactPoint* point = m_points + i;
|
||||
|
||||
b2Body* body1 = point->fixtureA->GetBody();
|
||||
b2Body* body2 = point->fixtureB->GetBody();
|
||||
float32 mass1 = body1->GetMass();
|
||||
float32 mass2 = body2->GetMass();
|
||||
|
||||
if (mass1 > 0.0f && mass2 > 0.0f)
|
||||
{
|
||||
if (mass2 > mass1)
|
||||
{
|
||||
nuke[nukeCount++] = body1;
|
||||
}
|
||||
else
|
||||
{
|
||||
nuke[nukeCount++] = body2;
|
||||
}
|
||||
|
||||
if (nukeCount == k_maxNuke)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Sort the nuke array to group duplicates.
|
||||
std::sort(nuke, nuke + nukeCount);
|
||||
|
||||
// Destroy the bodies, skipping duplicates.
|
||||
int32 i = 0;
|
||||
while (i < nukeCount)
|
||||
{
|
||||
b2Body* b = nuke[i++];
|
||||
while (i < nukeCount && nuke[i] == b)
|
||||
{
|
||||
++i;
|
||||
}
|
||||
|
||||
if (b != m_bomb)
|
||||
{
|
||||
m_world->DestroyBody(b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
{
|
||||
return new CollisionProcessing;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user