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:
essej
2022-04-18 17:51:22 -04:00
parent 63e175fee6
commit 25bd5d8adb
3210 changed files with 1045392 additions and 0 deletions

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apply plugin: 'com.android.application'
android {
compileSdkVersion 29
externalNativeBuild {
cmake {
path "CMakeLists.txt"
}
}
signingConfigs {
juceSigning {
storeFile file("${System.properties['user.home']}${File.separator}.android${File.separator}debug.keystore")
storePassword "android"
keyAlias "androiddebugkey"
keyPassword "android"
storeType "jks"
}
}
defaultConfig {
applicationId "com.juce.pluginhost"
minSdkVersion 23
targetSdkVersion 29
externalNativeBuild {
cmake {
arguments "-DANDROID_TOOLCHAIN=clang", "-DANDROID_PLATFORM=android-23", "-DANDROID_STL=c++_static", "-DANDROID_CPP_FEATURES=exceptions rtti", "-DANDROID_ARM_MODE=arm", "-DANDROID_ARM_NEON=TRUE", "-DCMAKE_CXX_STANDARD=14", "-DCMAKE_CXX_EXTENSIONS=OFF"
}
}
}
buildTypes {
debug {
initWith debug
debuggable true
jniDebuggable true
signingConfig signingConfigs.juceSigning
}
release {
initWith release
debuggable false
jniDebuggable false
signingConfig signingConfigs.juceSigning
}
}
flavorDimensions "default"
productFlavors {
debug_ {
ndk {
abiFilters "armeabi-v7a", "x86"
}
externalNativeBuild {
cmake {
arguments "-DJUCE_BUILD_CONFIGURATION=DEBUG", "-DCMAKE_CXX_FLAGS_DEBUG=-O0", "-DCMAKE_C_FLAGS_DEBUG=-O0"
}
}
dimension "default"
}
release_ {
externalNativeBuild {
cmake {
arguments "-DJUCE_BUILD_CONFIGURATION=RELEASE", "-DCMAKE_CXX_FLAGS_RELEASE=-O3", "-DCMAKE_C_FLAGS_RELEASE=-O3"
}
}
dimension "default"
}
}
variantFilter { variant ->
def names = variant.flavors*.name
if (names.contains ("debug_")
&& variant.buildType.name != "debug") {
setIgnore(true)
}
if (names.contains ("release_")
&& variant.buildType.name != "release") {
setIgnore(true)
}
}
sourceSets {
main.java.srcDirs +=
["../../../../../modules/juce_core/native/javacore/init",
"../../../../../modules/juce_core/native/javacore/app",
"../../../../../modules/juce_gui_basics/native/javaopt/app"]
main.res.srcDirs +=
[]
}
repositories {
}
dependencies {
}
}

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">AudioPluginHost</string>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" android:versionName="1.0.0"
package="com.juce.pluginhost">
<supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:anyDensity="true"
android:xlargeScreens="true"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/>
<uses-permission android:name="android.permission.ACCESS_FINE_LOCATION"/>
<uses-permission android:name="android.permission.BLUETOOTH_ADMIN"/>
<uses-permission android:name="android.permission.BLUETOOTH"/>
<uses-permission android:name="android.permission.RECORD_AUDIO"/>
<uses-permission android:name="android.permission.CHANGE_WIFI_MULTICAST_STATE"/>
<uses-permission android:name="android.permission.INTERNET"/>
<uses-feature android:glEsVersion="0x00030000" android:required="true"/>
<application android:label="@string/app_name" android:name="com.rmsl.juce.JuceApp" android:icon="@drawable/icon" android:hardwareAccelerated="false">
<activity android:name="com.rmsl.juce.JuceActivity" android:label="@string/app_name" android:configChanges="keyboardHidden|orientation|screenSize"
android:screenOrientation="unspecified" android:launchMode="singleTask" android:hardwareAccelerated="true">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>

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/*
==============================================================================
This file is part of the JUCE examples.
Copyright (c) 2020 - Raw Material Software Limited
The code included in this file is provided under the terms of the ISC license
http://www.isc.org/downloads/software-support-policy/isc-license. Permission
To use, copy, modify, and/or distribute this software for any purpose with or
without fee is hereby granted provided that the above copyright notice and
this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES,
WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR
PURPOSE, ARE DISCLAIMED.
==============================================================================
*/
#pragma once
//==============================================================================
/* This component scrolls a continuous waveform showing the audio that's
coming into whatever audio inputs this object is connected to.
*/
class LiveScrollingAudioDisplay : public AudioVisualiserComponent,
public AudioIODeviceCallback
{
public:
LiveScrollingAudioDisplay() : AudioVisualiserComponent (1)
{
setSamplesPerBlock (256);
setBufferSize (1024);
}
//==============================================================================
void audioDeviceAboutToStart (AudioIODevice*) override
{
clear();
}
void audioDeviceStopped() override
{
clear();
}
void audioDeviceIOCallback (const float** inputChannelData, int numInputChannels,
float** outputChannelData, int numOutputChannels,
int numberOfSamples) override
{
for (int i = 0; i < numberOfSamples; ++i)
{
float inputSample = 0;
for (int chan = 0; chan < numInputChannels; ++chan)
if (const float* inputChannel = inputChannelData[chan])
inputSample += inputChannel[i]; // find the sum of all the channels
inputSample *= 10.0f; // boost the level to make it more easily visible.
pushSample (&inputSample, 1);
}
// We need to clear the output buffers before returning, in case they're full of junk..
for (int j = 0; j < numOutputChannels; ++j)
if (float* outputChannel = outputChannelData[j])
zeromem (outputChannel, (size_t) numberOfSamples * sizeof (float));
}
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (LiveScrollingAudioDisplay)
};

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#ifndef AddPair_H
#define AddPair_H
class AddPair : public Test
{
public:
AddPair()
{
m_world->SetGravity(b2Vec2(0.0f,0.0f));
{
b2CircleShape shape;
shape.m_p.SetZero();
shape.m_radius = 0.1f;
float minX = -6.0f;
float maxX = 0.0f;
float minY = 4.0f;
float maxY = 6.0f;
for (int i = 0; i < 400; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = b2Vec2(RandomFloat(minX,maxX),RandomFloat(minY,maxY));
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 0.01f);
}
}
{
b2PolygonShape shape;
shape.SetAsBox(1.5f, 1.5f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-40.0f,5.0f);
bd.bullet = true;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 1.0f);
body->SetLinearVelocity(b2Vec2(150.0f, 0.0f));
}
}
static Test* Create()
{
return new AddPair;
}
};
#endif

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/*
* 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 APPLY_FORCE_H
#define APPLY_FORCE_H
class ApplyForce : public Test
{
public:
ApplyForce()
{
m_world->SetGravity(b2Vec2(0.0f, 0.0f));
const float32 k_restitution = 0.4f;
b2Body* ground;
{
b2BodyDef bd;
bd.position.Set(0.0f, 20.0f);
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
b2FixtureDef sd;
sd.shape = &shape;
sd.density = 0.0f;
sd.restitution = k_restitution;
// Left vertical
shape.Set(b2Vec2(-20.0f, -20.0f), b2Vec2(-20.0f, 20.0f));
ground->CreateFixture(&sd);
// Right vertical
shape.Set(b2Vec2(20.0f, -20.0f), b2Vec2(20.0f, 20.0f));
ground->CreateFixture(&sd);
// Top horizontal
shape.Set(b2Vec2(-20.0f, 20.0f), b2Vec2(20.0f, 20.0f));
ground->CreateFixture(&sd);
// Bottom horizontal
shape.Set(b2Vec2(-20.0f, -20.0f), b2Vec2(20.0f, -20.0f));
ground->CreateFixture(&sd);
}
{
b2Transform xf1;
xf1.q.Set(0.3524f * b2_pi);
xf1.p = xf1.q.GetXAxis();
b2Vec2 vertices[3];
vertices[0] = b2Mul(xf1, b2Vec2(-1.0f, 0.0f));
vertices[1] = b2Mul(xf1, b2Vec2(1.0f, 0.0f));
vertices[2] = b2Mul(xf1, b2Vec2(0.0f, 0.5f));
b2PolygonShape poly1;
poly1.Set(vertices, 3);
b2FixtureDef sd1;
sd1.shape = &poly1;
sd1.density = 4.0f;
b2Transform xf2;
xf2.q.Set(-0.3524f * b2_pi);
xf2.p = -xf2.q.GetXAxis();
vertices[0] = b2Mul(xf2, b2Vec2(-1.0f, 0.0f));
vertices[1] = b2Mul(xf2, b2Vec2(1.0f, 0.0f));
vertices[2] = b2Mul(xf2, b2Vec2(0.0f, 0.5f));
b2PolygonShape poly2;
poly2.Set(vertices, 3);
b2FixtureDef sd2;
sd2.shape = &poly2;
sd2.density = 2.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.angularDamping = 5.0f;
bd.linearDamping = 0.1f;
bd.position.Set(0.0f, 2.0f);
bd.angle = b2_pi;
bd.allowSleep = false;
m_body = m_world->CreateBody(&bd);
m_body->CreateFixture(&sd1);
m_body->CreateFixture(&sd2);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.3f;
for (int i = 0; i < 10; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 5.0f + 1.54f * i);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
float32 gravity = 10.0f;
float32 I = body->GetInertia();
float32 mass = body->GetMass();
// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
float32 radius = b2Sqrt(2.0f * I / mass);
b2FrictionJointDef jd;
jd.localAnchorA.SetZero();
jd.localAnchorB.SetZero();
jd.bodyA = ground;
jd.bodyB = body;
jd.collideConnected = true;
jd.maxForce = mass * gravity;
jd.maxTorque = mass * radius * gravity;
m_world->CreateJoint(&jd);
}
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'w':
{
b2Vec2 f = m_body->GetWorldVector(b2Vec2(0.0f, -200.0f));
b2Vec2 p = m_body->GetWorldPoint(b2Vec2(0.0f, 2.0f));
m_body->ApplyForce(f, p);
}
break;
case 'a':
{
m_body->ApplyTorque(50.0f);
}
break;
case 'd':
{
m_body->ApplyTorque(-50.0f);
}
break;
default:
break;
}
}
static Test* Create()
{
return new ApplyForce;
}
b2Body* m_body;
};
#endif

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/*
* 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 BODY_TYPES_H
#define BODY_TYPES_H
class BodyTypes : public Test
{
public:
BodyTypes()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
b2FixtureDef fd;
fd.shape = &shape;
ground->CreateFixture(&fd);
}
// Define attachment
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 3.0f);
m_attachment = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 2.0f);
m_attachment->CreateFixture(&shape, 2.0f);
}
// Define platform
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-4.0f, 5.0f);
m_platform = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 4.0f, b2Vec2(4.0f, 0.0f), 0.5f * b2_pi);
b2FixtureDef fd;
fd.shape = &shape;
fd.friction = 0.6f;
fd.density = 2.0f;
m_platform->CreateFixture(&fd);
b2RevoluteJointDef rjd;
rjd.Initialize(m_attachment, m_platform, b2Vec2(0.0f, 5.0f));
rjd.maxMotorTorque = 50.0f;
rjd.enableMotor = true;
m_world->CreateJoint(&rjd);
b2PrismaticJointDef pjd;
pjd.Initialize(ground, m_platform, b2Vec2(0.0f, 5.0f), b2Vec2(1.0f, 0.0f));
pjd.maxMotorForce = 1000.0f;
pjd.enableMotor = true;
pjd.lowerTranslation = -10.0f;
pjd.upperTranslation = 10.0f;
pjd.enableLimit = true;
m_world->CreateJoint(&pjd);
m_speed = 3.0f;
}
// Create a payload
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 8.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.75f, 0.75f);
b2FixtureDef fd;
fd.shape = &shape;
fd.friction = 0.6f;
fd.density = 2.0f;
body->CreateFixture(&fd);
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'd':
m_platform->SetType(b2_dynamicBody);
break;
case 's':
m_platform->SetType(b2_staticBody);
break;
case 'k':
m_platform->SetType(b2_kinematicBody);
m_platform->SetLinearVelocity(b2Vec2(-m_speed, 0.0f));
m_platform->SetAngularVelocity(0.0f);
break;
}
}
void Step(Settings* settings)
{
// Drive the kinematic body.
if (m_platform->GetType() == b2_kinematicBody)
{
b2Vec2 p = m_platform->GetTransform().p;
b2Vec2 v = m_platform->GetLinearVelocity();
if ((p.x < -10.0f && v.x < 0.0f) ||
(p.x > 10.0f && v.x > 0.0f))
{
v.x = -v.x;
m_platform->SetLinearVelocity(v);
}
}
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "Keys: (d) dynamic, (s) static, (k) kinematic");
m_textLine += 15;
}
static Test* Create()
{
return new BodyTypes;
}
b2Body* m_attachment;
b2Body* m_platform;
float32 m_speed;
};
#endif

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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 BREAKABLE_TEST_H
#define BREAKABLE_TEST_H
// This is used to test sensor shapes.
class Breakable : public Test
{
public:
enum
{
e_count = 7
};
Breakable()
{
// Ground body
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
// Breakable dynamic body
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 40.0f);
bd.angle = 0.25f * b2_pi;
m_body1 = m_world->CreateBody(&bd);
m_shape1.SetAsBox(0.5f, 0.5f, b2Vec2(-0.5f, 0.0f), 0.0f);
m_piece1 = m_body1->CreateFixture(&m_shape1, 1.0f);
m_shape2.SetAsBox(0.5f, 0.5f, b2Vec2(0.5f, 0.0f), 0.0f);
m_piece2 = m_body1->CreateFixture(&m_shape2, 1.0f);
}
m_break = false;
m_broke = false;
}
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
{
if (m_broke)
{
// The body already broke.
return;
}
// Should the body break?
int32 count = contact->GetManifold()->pointCount;
float32 maxImpulse = 0.0f;
for (int32 i = 0; i < count; ++i)
{
maxImpulse = b2Max(maxImpulse, impulse->normalImpulses[i]);
}
if (maxImpulse > 40.0f)
{
// Flag the body for breaking.
m_break = true;
}
}
void Break()
{
// Create two bodies from one.
b2Body* body1 = m_piece1->GetBody();
b2Vec2 center = body1->GetWorldCenter();
body1->DestroyFixture(m_piece2);
m_piece2 = NULL;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = body1->GetPosition();
bd.angle = body1->GetAngle();
b2Body* body2 = m_world->CreateBody(&bd);
m_piece2 = body2->CreateFixture(&m_shape2, 1.0f);
// Compute consistent velocities for new bodies based on
// cached velocity.
b2Vec2 center1 = body1->GetWorldCenter();
b2Vec2 center2 = body2->GetWorldCenter();
b2Vec2 velocity1 = m_velocity + b2Cross(m_angularVelocity, center1 - center);
b2Vec2 velocity2 = m_velocity + b2Cross(m_angularVelocity, center2 - center);
body1->SetAngularVelocity(m_angularVelocity);
body1->SetLinearVelocity(velocity1);
body2->SetAngularVelocity(m_angularVelocity);
body2->SetLinearVelocity(velocity2);
}
void Step(Settings* settings)
{
if (m_break)
{
Break();
m_broke = true;
m_break = false;
}
// Cache velocities to improve movement on breakage.
if (m_broke == false)
{
m_velocity = m_body1->GetLinearVelocity();
m_angularVelocity = m_body1->GetAngularVelocity();
}
Test::Step(settings);
}
static Test* Create()
{
return new Breakable;
}
b2Body* m_body1;
b2Vec2 m_velocity;
float32 m_angularVelocity;
b2PolygonShape m_shape1;
b2PolygonShape m_shape2;
b2Fixture* m_piece1;
b2Fixture* m_piece2;
bool m_broke;
bool m_break;
};
#endif

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/*
* 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 BRIDGE_H
#define BRIDGE_H
class Bridge : public Test
{
public:
enum
{
e_count = 30
};
Bridge()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.friction = 0.2f;
b2RevoluteJointDef jd;
b2Body* prevBody = ground;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-14.5f + 1.0f * i, 5.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(-15.0f + 1.0f * i, 5.0f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
if (i == (e_count >> 1))
{
m_middle = body;
}
prevBody = body;
}
b2Vec2 anchor(-15.0f + 1.0f * e_count, 5.0f);
jd.Initialize(prevBody, ground, anchor);
m_world->CreateJoint(&jd);
}
for (int32 i = 0; i < 2; ++i)
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
b2PolygonShape shape;
shape.Set(vertices, 3);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-8.0f + 8.0f * i, 12.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
for (int32 i = 0; i < 3; ++i)
{
b2CircleShape shape;
shape.m_radius = 0.5f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-6.0f + 6.0f * i, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
}
static Test* Create()
{
return new Bridge;
}
b2Body* m_middle;
};
#endif

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/*
* 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 BULLET_TEST_H
#define BULLET_TEST_H
class BulletTest : public Test
{
public:
BulletTest()
{
{
b2BodyDef bd;
bd.position.Set(0.0f, 0.0f);
b2Body* body = m_world->CreateBody(&bd);
b2EdgeShape edge;
edge.Set(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f));
body->CreateFixture(&edge, 0.0f);
b2PolygonShape shape;
shape.SetAsBox(0.2f, 1.0f, b2Vec2(0.5f, 1.0f), 0.0f);
body->CreateFixture(&shape, 0.0f);
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 4.0f);
b2PolygonShape box;
box.SetAsBox(2.0f, 0.1f);
m_body = m_world->CreateBody(&bd);
m_body->CreateFixture(&box, 1.0f);
box.SetAsBox(0.25f, 0.25f);
//m_x = RandomFloat(-1.0f, 1.0f);
m_x = 0.20352793f;
bd.position.Set(m_x, 10.0f);
bd.bullet = true;
m_bullet = m_world->CreateBody(&bd);
m_bullet->CreateFixture(&box, 100.0f);
m_bullet->SetLinearVelocity(b2Vec2(0.0f, -50.0f));
}
}
void Launch()
{
m_body->SetTransform(b2Vec2(0.0f, 4.0f), 0.0f);
m_body->SetLinearVelocity(b2Vec2_zero);
m_body->SetAngularVelocity(0.0f);
m_x = RandomFloat(-1.0f, 1.0f);
m_bullet->SetTransform(b2Vec2(m_x, 10.0f), 0.0f);
m_bullet->SetLinearVelocity(b2Vec2(0.0f, -50.0f));
m_bullet->SetAngularVelocity(0.0f);
extern int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
extern int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
extern int32 b2_toiRootIters, b2_toiMaxRootIters;
b2_gjkCalls = 0;
b2_gjkIters = 0;
b2_gjkMaxIters = 0;
b2_toiCalls = 0;
b2_toiIters = 0;
b2_toiMaxIters = 0;
b2_toiRootIters = 0;
b2_toiMaxRootIters = 0;
}
void Step(Settings* settings)
{
Test::Step(settings);
extern int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
extern int32 b2_toiCalls, b2_toiIters;
extern int32 b2_toiRootIters, b2_toiMaxRootIters;
if (b2_gjkCalls > 0)
{
m_debugDraw.DrawString(5, m_textLine, "gjk calls = %d, ave gjk iters = %3.1f, max gjk iters = %d",
b2_gjkCalls, b2_gjkIters / float32(b2_gjkCalls), b2_gjkMaxIters);
m_textLine += 15;
}
if (b2_toiCalls > 0)
{
m_debugDraw.DrawString(5, m_textLine, "toi calls = %d, ave toi iters = %3.1f, max toi iters = %d",
b2_toiCalls, b2_toiIters / float32(b2_toiCalls), b2_toiMaxRootIters);
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "ave toi root iters = %3.1f, max toi root iters = %d",
b2_toiRootIters / float32(b2_toiCalls), b2_toiMaxRootIters);
m_textLine += 15;
}
if (m_stepCount % 60 == 0)
{
Launch();
}
}
static Test* Create()
{
return new BulletTest;
}
b2Body* m_body;
b2Body* m_bullet;
float32 m_x;
};
#endif

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/*
* Copyright (c) 2006-2011 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 CANTILEVER_H
#define CANTILEVER_H
// It is difficult to make a cantilever made of links completely rigid with weld joints.
// You will have to use a high number of iterations to make them stiff.
// So why not go ahead and use soft weld joints? They behave like a revolute
// joint with a rotational spring.
class Cantilever : public Test
{
public:
enum
{
e_count = 8
};
Cantilever()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
b2WeldJointDef jd;
b2Body* prevBody = ground;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-14.5f + 1.0f * i, 5.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(-15.0f + 1.0f * i, 5.0f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
prevBody = body;
}
}
{
b2PolygonShape shape;
shape.SetAsBox(1.0f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
b2WeldJointDef jd;
jd.frequencyHz = 5.0f;
jd.dampingRatio = 0.7f;
b2Body* prevBody = ground;
for (int32 i = 0; i < 3; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-14.0f + 2.0f * i, 15.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(-15.0f + 2.0f * i, 15.0f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
prevBody = body;
}
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
b2WeldJointDef jd;
b2Body* prevBody = ground;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-4.5f + 1.0f * i, 5.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
if (i > 0)
{
b2Vec2 anchor(-5.0f + 1.0f * i, 5.0f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
}
prevBody = body;
}
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
b2WeldJointDef jd;
jd.frequencyHz = 8.0f;
jd.dampingRatio = 0.7f;
b2Body* prevBody = ground;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(5.5f + 1.0f * i, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
if (i > 0)
{
b2Vec2 anchor(5.0f + 1.0f * i, 10.0f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
}
prevBody = body;
}
}
for (int32 i = 0; i < 2; ++i)
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
b2PolygonShape shape;
shape.Set(vertices, 3);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-8.0f + 8.0f * i, 12.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
for (int32 i = 0; i < 2; ++i)
{
b2CircleShape shape;
shape.m_radius = 0.5f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-6.0f + 6.0f * i, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
}
static Test* Create()
{
return new Cantilever;
}
b2Body* m_middle;
};
#endif

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/*
* Copyright (c) 2006-2011 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 CAR_H
#define CAR_H
// This is a fun demo that shows off the wheel joint
class Car : public Test
{
public:
Car()
{
m_hz = 4.0f;
m_zeta = 0.7f;
m_speed = 50.0f;
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 0.0f;
fd.friction = 0.6f;
shape.Set(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
ground->CreateFixture(&fd);
float32 hs[10] = {0.25f, 1.0f, 4.0f, 0.0f, 0.0f, -1.0f, -2.0f, -2.0f, -1.25f, 0.0f};
float32 x = 20.0f, y1 = 0.0f, dx = 5.0f;
for (int32 i = 0; i < 10; ++i)
{
float32 y2 = hs[i];
shape.Set(b2Vec2(x, y1), b2Vec2(x + dx, y2));
ground->CreateFixture(&fd);
y1 = y2;
x += dx;
}
for (int32 i = 0; i < 10; ++i)
{
float32 y2 = hs[i];
shape.Set(b2Vec2(x, y1), b2Vec2(x + dx, y2));
ground->CreateFixture(&fd);
y1 = y2;
x += dx;
}
shape.Set(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f));
ground->CreateFixture(&fd);
x += 80.0f;
shape.Set(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f));
ground->CreateFixture(&fd);
x += 40.0f;
shape.Set(b2Vec2(x, 0.0f), b2Vec2(x + 10.0f, 5.0f));
ground->CreateFixture(&fd);
x += 20.0f;
shape.Set(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f));
ground->CreateFixture(&fd);
x += 40.0f;
shape.Set(b2Vec2(x, 0.0f), b2Vec2(x, 20.0f));
ground->CreateFixture(&fd);
}
// Teeter
{
b2BodyDef bd;
bd.position.Set(140.0f, 1.0f);
bd.type = b2_dynamicBody;
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape box;
box.SetAsBox(10.0f, 0.25f);
body->CreateFixture(&box, 1.0f);
b2RevoluteJointDef jd;
jd.Initialize(ground, body, body->GetPosition());
jd.lowerAngle = -8.0f * b2_pi / 180.0f;
jd.upperAngle = 8.0f * b2_pi / 180.0f;
jd.enableLimit = true;
m_world->CreateJoint(&jd);
body->ApplyAngularImpulse(100.0f);
}
// Bridge
{
int32 N = 20;
b2PolygonShape shape;
shape.SetAsBox(1.0f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.6f;
b2RevoluteJointDef jd;
b2Body* prevBody = ground;
for (int32 i = 0; i < N; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(161.0f + 2.0f * i, -0.125f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(160.0f + 2.0f * i, -0.125f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
prevBody = body;
}
b2Vec2 anchor(160.0f + 2.0f * N, -0.125f);
jd.Initialize(prevBody, ground, anchor);
m_world->CreateJoint(&jd);
}
// Boxes
{
b2PolygonShape box;
box.SetAsBox(0.5f, 0.5f);
b2Body* body = NULL;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(230.0f, 0.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&box, 0.5f);
bd.position.Set(230.0f, 1.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&box, 0.5f);
bd.position.Set(230.0f, 2.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&box, 0.5f);
bd.position.Set(230.0f, 3.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&box, 0.5f);
bd.position.Set(230.0f, 4.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&box, 0.5f);
}
// Car
{
b2PolygonShape chassis;
b2Vec2 vertices[8];
vertices[0].Set(-1.5f, -0.5f);
vertices[1].Set(1.5f, -0.5f);
vertices[2].Set(1.5f, 0.0f);
vertices[3].Set(0.0f, 0.9f);
vertices[4].Set(-1.15f, 0.9f);
vertices[5].Set(-1.5f, 0.2f);
chassis.Set(vertices, 6);
b2CircleShape circle;
circle.m_radius = 0.4f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 1.0f);
m_car = m_world->CreateBody(&bd);
m_car->CreateFixture(&chassis, 1.0f);
b2FixtureDef fd;
fd.shape = &circle;
fd.density = 1.0f;
fd.friction = 0.9f;
bd.position.Set(-1.0f, 0.35f);
m_wheel1 = m_world->CreateBody(&bd);
m_wheel1->CreateFixture(&fd);
bd.position.Set(1.0f, 0.4f);
m_wheel2 = m_world->CreateBody(&bd);
m_wheel2->CreateFixture(&fd);
b2WheelJointDef jd;
b2Vec2 axis(0.0f, 1.0f);
jd.Initialize(m_car, m_wheel1, m_wheel1->GetPosition(), axis);
jd.motorSpeed = 0.0f;
jd.maxMotorTorque = 20.0f;
jd.enableMotor = true;
jd.frequencyHz = m_hz;
jd.dampingRatio = m_zeta;
m_spring1 = (b2WheelJoint*)m_world->CreateJoint(&jd);
jd.Initialize(m_car, m_wheel2, m_wheel2->GetPosition(), axis);
jd.motorSpeed = 0.0f;
jd.maxMotorTorque = 10.0f;
jd.enableMotor = false;
jd.frequencyHz = m_hz;
jd.dampingRatio = m_zeta;
m_spring2 = (b2WheelJoint*)m_world->CreateJoint(&jd);
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'a':
m_spring1->SetMotorSpeed(m_speed);
break;
case 's':
m_spring1->SetMotorSpeed(0.0f);
break;
case 'd':
m_spring1->SetMotorSpeed(-m_speed);
break;
case 'q':
m_hz = b2Max(0.0f, m_hz - 1.0f);
m_spring1->SetSpringFrequencyHz(m_hz);
m_spring2->SetSpringFrequencyHz(m_hz);
break;
case 'e':
m_hz += 1.0f;
m_spring1->SetSpringFrequencyHz(m_hz);
m_spring2->SetSpringFrequencyHz(m_hz);
break;
}
}
void Step(Settings* settings)
{
m_debugDraw.DrawString(5, m_textLine, "Keys: left = a, brake = s, right = d, hz down = q, hz up = e");
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "frequency = %g hz, damping ratio = %g", m_hz, m_zeta);
m_textLine += 15;
settings->viewCenter.x = m_car->GetPosition().x;
Test::Step(settings);
}
static Test* Create()
{
return new Car;
}
b2Body* m_car;
b2Body* m_wheel1;
b2Body* m_wheel2;
float32 m_hz;
float32 m_zeta;
float32 m_speed;
b2WheelJoint* m_spring1;
b2WheelJoint* m_spring2;
};
#endif

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/*
* 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 CHAIN_H
#define CHAIN_H
class Chain : public Test
{
public:
Chain()
{
b2Body* ground = {};
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.6f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.friction = 0.2f;
b2RevoluteJointDef jd;
jd.collideConnected = false;
const float32 y = 25.0f;
b2Body* prevBody = ground;
for (int i = 0; i < 30; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.5f + i, y);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(float32(i), y);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
prevBody = body;
}
}
}
static Test* Create()
{
return new Chain;
}
};
#endif

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/*
* Copyright (c) 2006-2010 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 CHARACTER_COLLISION_H
#define CHARACTER_COLLISION_H
/// This is a test of typical character collision scenarios. This does not
/// show how you should implement a character in your application.
/// Instead this is used to test smooth collision on edge chains.
class CharacterCollision : public Test
{
public:
CharacterCollision()
{
// Ground body
{
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);
}
// Collinear edges with no adjacency information.
// This shows the problematic case where a box shape can hit
// an internal vertex.
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-8.0f, 1.0f), b2Vec2(-6.0f, 1.0f));
ground->CreateFixture(&shape, 0.0f);
shape.Set(b2Vec2(-6.0f, 1.0f), b2Vec2(-4.0f, 1.0f));
ground->CreateFixture(&shape, 0.0f);
shape.Set(b2Vec2(-4.0f, 1.0f), b2Vec2(-2.0f, 1.0f));
ground->CreateFixture(&shape, 0.0f);
}
// Chain shape
{
b2BodyDef bd;
bd.angle = 0.25f * b2_pi;
b2Body* ground = m_world->CreateBody(&bd);
b2Vec2 vs[4];
vs[0].Set(5.0f, 7.0f);
vs[1].Set(6.0f, 8.0f);
vs[2].Set(7.0f, 8.0f);
vs[3].Set(8.0f, 7.0f);
b2ChainShape shape;
shape.CreateChain(vs, 4);
ground->CreateFixture(&shape, 0.0f);
}
// Square tiles. This shows that adjacency shapes may
// have non-smooth collision. There is no solution
// to this problem.
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(1.0f, 1.0f, b2Vec2(4.0f, 3.0f), 0.0f);
ground->CreateFixture(&shape, 0.0f);
shape.SetAsBox(1.0f, 1.0f, b2Vec2(6.0f, 3.0f), 0.0f);
ground->CreateFixture(&shape, 0.0f);
shape.SetAsBox(1.0f, 1.0f, b2Vec2(8.0f, 3.0f), 0.0f);
ground->CreateFixture(&shape, 0.0f);
}
// Square made from an edge loop. Collision should be smooth.
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2Vec2 vs[4];
vs[0].Set(-1.0f, 3.0f);
vs[1].Set(1.0f, 3.0f);
vs[2].Set(1.0f, 5.0f);
vs[3].Set(-1.0f, 5.0f);
b2ChainShape shape;
shape.CreateLoop(vs, 4);
ground->CreateFixture(&shape, 0.0f);
}
// Edge loop. Collision should be smooth.
{
b2BodyDef bd;
bd.position.Set(-10.0f, 4.0f);
b2Body* ground = m_world->CreateBody(&bd);
b2Vec2 vs[10];
vs[0].Set(0.0f, 0.0f);
vs[1].Set(6.0f, 0.0f);
vs[2].Set(6.0f, 2.0f);
vs[3].Set(4.0f, 1.0f);
vs[4].Set(2.0f, 2.0f);
vs[5].Set(0.0f, 2.0f);
vs[6].Set(-2.0f, 2.0f);
vs[7].Set(-4.0f, 3.0f);
vs[8].Set(-6.0f, 2.0f);
vs[9].Set(-6.0f, 0.0f);
b2ChainShape shape;
shape.CreateLoop(vs, 10);
ground->CreateFixture(&shape, 0.0f);
}
// Square character 1
{
b2BodyDef bd;
bd.position.Set(-3.0f, 8.0f);
bd.type = b2_dynamicBody;
bd.fixedRotation = true;
bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
body->CreateFixture(&fd);
}
// Square character 2
{
b2BodyDef bd;
bd.position.Set(-5.0f, 5.0f);
bd.type = b2_dynamicBody;
bd.fixedRotation = true;
bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.25f, 0.25f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
body->CreateFixture(&fd);
}
// Hexagon character
{
b2BodyDef bd;
bd.position.Set(-5.0f, 8.0f);
bd.type = b2_dynamicBody;
bd.fixedRotation = true;
bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
float32 angle = 0.0f;
float32 delta = b2_pi / 3.0f;
b2Vec2 vertices[6];
for (int32 i = 0; i < 6; ++i)
{
vertices[i].Set(0.5f * cosf(angle), 0.5f * sinf(angle));
angle += delta;
}
b2PolygonShape shape;
shape.Set(vertices, 6);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
body->CreateFixture(&fd);
}
// Circle character
{
b2BodyDef bd;
bd.position.Set(3.0f, 5.0f);
bd.type = b2_dynamicBody;
bd.fixedRotation = true;
bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_radius = 0.5f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
body->CreateFixture(&fd);
}
// Circle character
{
b2BodyDef bd;
bd.position.Set(-7.0f, 6.0f);
bd.type = b2_dynamicBody;
bd.allowSleep = false;
m_character = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_radius = 0.25f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.friction = 1.0f;
m_character->CreateFixture(&fd);
}
}
void Step(Settings* settings)
{
b2Vec2 v = m_character->GetLinearVelocity();
v.x = -5.0f;
m_character->SetLinearVelocity(v);
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "This tests various character collision shapes.");
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "Limitation: square and hexagon can snag on aligned boxes.");
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "Feature: edge chains have smooth collision inside and out.");
m_textLine += 15;
}
static Test* Create()
{
return new CharacterCollision;
}
b2Body* m_character;
};
#endif

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/*
* 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_FILTERING_H
#define COLLISION_FILTERING_H
// This is a test of collision filtering.
// There is a triangle, a box, and a circle.
// There are 6 shapes. 3 large and 3 small.
// The 3 small ones always collide.
// The 3 large ones never collide.
// The boxes don't collide with triangles (except if both are small).
const int16 k_smallGroup = 1;
const int16 k_largeGroup = -1;
const uint16 k_defaultCategory = 0x0001;
const uint16 k_triangleCategory = 0x0002;
const uint16 k_boxCategory = 0x0004;
const uint16 k_circleCategory = 0x0008;
const uint16 k_triangleMask = 0xFFFF;
const uint16 k_boxMask = 0xFFFF ^ k_triangleCategory;
const uint16 k_circleMask = 0xFFFF;
class CollisionFiltering : public Test
{
public:
CollisionFiltering()
{
// Ground body
{
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
b2FixtureDef sd;
sd.shape = &shape;
sd.friction = 0.3f;
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&sd);
}
// 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;
triangleShapeDef.filter.groupIndex = k_smallGroup;
triangleShapeDef.filter.categoryBits = k_triangleCategory;
triangleShapeDef.filter.maskBits = k_triangleMask;
b2BodyDef triangleBodyDef;
triangleBodyDef.type = b2_dynamicBody;
triangleBodyDef.position.Set(-5.0f, 2.0f);
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);
triangleShapeDef.filter.groupIndex = k_largeGroup;
triangleBodyDef.position.Set(-5.0f, 6.0f);
triangleBodyDef.fixedRotation = true; // look at me!
b2Body* body2 = m_world->CreateBody(&triangleBodyDef);
body2->CreateFixture(&triangleShapeDef);
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-5.0f, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape p;
p.SetAsBox(0.5f, 1.0f);
body->CreateFixture(&p, 1.0f);
b2PrismaticJointDef jd;
jd.bodyA = body2;
jd.bodyB = body;
jd.enableLimit = true;
jd.localAnchorA.Set(0.0f, 4.0f);
jd.localAnchorB.SetZero();
jd.localAxisA.Set(0.0f, 1.0f);
jd.lowerTranslation = -1.0f;
jd.upperTranslation = 1.0f;
m_world->CreateJoint(&jd);
}
// Small box
polygon.SetAsBox(1.0f, 0.5f);
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &polygon;
boxShapeDef.density = 1.0f;
boxShapeDef.restitution = 0.1f;
boxShapeDef.filter.groupIndex = k_smallGroup;
boxShapeDef.filter.categoryBits = k_boxCategory;
boxShapeDef.filter.maskBits = k_boxMask;
b2BodyDef boxBodyDef;
boxBodyDef.type = b2_dynamicBody;
boxBodyDef.position.Set(0.0f, 2.0f);
b2Body* body3 = m_world->CreateBody(&boxBodyDef);
body3->CreateFixture(&boxShapeDef);
// Large box (recycle definitions)
polygon.SetAsBox(2.0f, 1.0f);
boxShapeDef.filter.groupIndex = k_largeGroup;
boxBodyDef.position.Set(0.0f, 6.0f);
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;
circleShapeDef.filter.groupIndex = k_smallGroup;
circleShapeDef.filter.categoryBits = k_circleCategory;
circleShapeDef.filter.maskBits = k_circleMask;
b2BodyDef circleBodyDef;
circleBodyDef.type = b2_dynamicBody;
circleBodyDef.position.Set(5.0f, 2.0f);
b2Body* body5 = m_world->CreateBody(&circleBodyDef);
body5->CreateFixture(&circleShapeDef);
// Large circle
circle.m_radius *= 2.0f;
circleShapeDef.filter.groupIndex = k_largeGroup;
circleBodyDef.position.Set(5.0f, 6.0f);
b2Body* body6 = m_world->CreateBody(&circleBodyDef);
body6->CreateFixture(&circleShapeDef);
}
static Test* Create()
{
return new CollisionFiltering;
}
};
#endif

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/*
* 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

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/*
* 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 COMPOUND_SHAPES_H
#define COMPOUND_SHAPES_H
// TODO_ERIN test joints on compounds.
class CompoundShapes : public Test
{
public:
CompoundShapes()
{
{
b2BodyDef bd;
bd.position.Set(0.0f, 0.0f);
b2Body* body = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(50.0f, 0.0f), b2Vec2(-50.0f, 0.0f));
body->CreateFixture(&shape, 0.0f);
}
{
b2CircleShape circle1;
circle1.m_radius = 0.5f;
circle1.m_p.Set(-0.5f, 0.5f);
b2CircleShape circle2;
circle2.m_radius = 0.5f;
circle2.m_p.Set(0.5f, 0.5f);
for (int i = 0; i < 10; ++i)
{
float32 x = RandomFloat(-0.1f, 0.1f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(x + 5.0f, 1.05f + 2.5f * i);
bd.angle = RandomFloat(-b2_pi, b2_pi);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&circle1, 2.0f);
body->CreateFixture(&circle2, 0.0f);
}
}
{
b2PolygonShape polygon1;
polygon1.SetAsBox(0.25f, 0.5f);
b2PolygonShape polygon2;
polygon2.SetAsBox(0.25f, 0.5f, b2Vec2(0.0f, -0.5f), 0.5f * b2_pi);
for (int i = 0; i < 10; ++i)
{
float32 x = RandomFloat(-0.1f, 0.1f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(x - 5.0f, 1.05f + 2.5f * i);
bd.angle = RandomFloat(-b2_pi, b2_pi);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&polygon1, 2.0f);
body->CreateFixture(&polygon2, 2.0f);
}
}
{
b2Transform xf1;
xf1.q.Set(0.3524f * b2_pi);
xf1.p = xf1.q.GetXAxis();
b2Vec2 vertices[3];
b2PolygonShape triangle1;
vertices[0] = b2Mul(xf1, b2Vec2(-1.0f, 0.0f));
vertices[1] = b2Mul(xf1, b2Vec2(1.0f, 0.0f));
vertices[2] = b2Mul(xf1, b2Vec2(0.0f, 0.5f));
triangle1.Set(vertices, 3);
b2Transform xf2;
xf2.q.Set(-0.3524f * b2_pi);
xf2.p = -xf2.q.GetXAxis();
b2PolygonShape triangle2;
vertices[0] = b2Mul(xf2, b2Vec2(-1.0f, 0.0f));
vertices[1] = b2Mul(xf2, b2Vec2(1.0f, 0.0f));
vertices[2] = b2Mul(xf2, b2Vec2(0.0f, 0.5f));
triangle2.Set(vertices, 3);
for (int32 i = 0; i < 10; ++i)
{
float32 x = RandomFloat(-0.1f, 0.1f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(x, 2.05f + 2.5f * i);
bd.angle = 0.0f;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&triangle1, 2.0f);
body->CreateFixture(&triangle2, 2.0f);
}
}
{
b2PolygonShape bottom;
bottom.SetAsBox( 1.5f, 0.15f );
b2PolygonShape left;
left.SetAsBox(0.15f, 2.7f, b2Vec2(-1.45f, 2.35f), 0.2f);
b2PolygonShape right;
right.SetAsBox(0.15f, 2.7f, b2Vec2(1.45f, 2.35f), -0.2f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set( 0.0f, 2.0f );
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&bottom, 4.0f);
body->CreateFixture(&left, 4.0f);
body->CreateFixture(&right, 4.0f);
}
}
static Test* Create()
{
return new CompoundShapes;
}
};
#endif

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/*
* Copyright (c) 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 CONFINED_H
#define CONFINED_H
class Confined : public Test
{
public:
enum
{
e_columnCount = 0,
e_rowCount = 0
};
Confined()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
// Floor
shape.Set(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
// Left wall
shape.Set(b2Vec2(-10.0f, 0.0f), b2Vec2(-10.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
// Right wall
shape.Set(b2Vec2(10.0f, 0.0f), b2Vec2(10.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
// Roof
shape.Set(b2Vec2(-10.0f, 20.0f), b2Vec2(10.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
}
float32 radius = 0.5f;
b2CircleShape shape;
shape.m_p.SetZero();
shape.m_radius = radius;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.1f;
for (int32 j = 0; j < e_columnCount; ++j)
{
for (int i = 0; i < e_rowCount; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
}
m_world->SetGravity(b2Vec2(0.0f, 0.0f));
}
void CreateCircle()
{
float32 radius = 2.0f;
b2CircleShape shape;
shape.m_p.SetZero();
shape.m_radius = radius;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.0f;
b2Vec2 p(RandomFloat(), 3.0f + RandomFloat());
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = p;
//bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'c':
CreateCircle();
break;
}
}
void Step(Settings* settings)
{
bool sleeping = true;
for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetType() != b2_dynamicBody)
{
continue;
}
if (b->IsAwake())
{
sleeping = false;
}
}
if (m_stepCount == 180)
{
m_stepCount += 0;
}
//if (sleeping)
//{
// CreateCircle();
//}
Test::Step(settings);
for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetType() != b2_dynamicBody)
{
continue;
}
b2Vec2 p = b->GetPosition();
if (p.x <= -10.0f || 10.0f <= p.x || p.y <= 0.0f || 20.0f <= p.y)
{
p.x += 0.0;
}
}
m_debugDraw.DrawString(5, m_textLine, "Press 'c' to create a circle.");
m_textLine += 15;
}
static Test* Create()
{
return new Confined;
}
};
#endif

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/*
* 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 CONTINUOUS_TEST_H
#define CONTINUOUS_TEST_H
class ContinuousTest : public Test
{
public:
ContinuousTest()
{
{
b2BodyDef bd;
bd.position.Set(0.0f, 0.0f);
b2Body* body = m_world->CreateBody(&bd);
b2EdgeShape edge;
edge.Set(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f));
body->CreateFixture(&edge, 0.0f);
b2PolygonShape shape;
shape.SetAsBox(0.2f, 1.0f, b2Vec2(0.5f, 1.0f), 0.0f);
body->CreateFixture(&shape, 0.0f);
}
#if 1
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 20.0f);
//bd.angle = 0.1f;
b2PolygonShape shape;
shape.SetAsBox(2.0f, 0.1f);
m_body = m_world->CreateBody(&bd);
m_body->CreateFixture(&shape, 1.0f);
m_angularVelocity = RandomFloat(-50.0f, 50.0f);
//m_angularVelocity = 46.661274f;
m_body->SetLinearVelocity(b2Vec2(0.0f, -100.0f));
m_body->SetAngularVelocity(m_angularVelocity);
}
#else
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 2.0f);
b2Body* body = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_p.SetZero();
shape.m_radius = 0.5f;
body->CreateFixture(&shape, 1.0f);
bd.bullet = true;
bd.position.Set(0.0f, 10.0f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 1.0f);
body->SetLinearVelocity(b2Vec2(0.0f, -100.0f));
}
#endif
}
void Launch()
{
m_body->SetTransform(b2Vec2(0.0f, 20.0f), 0.0f);
m_angularVelocity = RandomFloat(-50.0f, 50.0f);
m_body->SetLinearVelocity(b2Vec2(0.0f, -100.0f));
m_body->SetAngularVelocity(m_angularVelocity);
}
void Step(Settings* settings)
{
if (m_stepCount == 12)
{
m_stepCount += 0;
}
Test::Step(settings);
extern int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
if (b2_gjkCalls > 0)
{
m_debugDraw.DrawString(5, m_textLine, "gjk calls = %d, ave gjk iters = %3.1f, max gjk iters = %d",
b2_gjkCalls, b2_gjkIters / float32(b2_gjkCalls), b2_gjkMaxIters);
m_textLine += 15;
}
extern int32 b2_toiCalls, b2_toiIters;
extern int32 b2_toiRootIters, b2_toiMaxRootIters;
if (b2_toiCalls > 0)
{
m_debugDraw.DrawString(5, m_textLine, "toi calls = %d, ave toi iters = %3.1f, max toi iters = %d",
b2_toiCalls, b2_toiIters / float32(b2_toiCalls), b2_toiMaxRootIters);
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "ave toi root iters = %3.1f, max toi root iters = %d",
b2_toiRootIters / float32(b2_toiCalls), b2_toiMaxRootIters);
m_textLine += 15;
}
if (m_stepCount % 60 == 0)
{
//Launch();
}
}
static Test* Create()
{
return new ContinuousTest;
}
b2Body* m_body;
float32 m_angularVelocity;
};
#endif

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/*
* 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 DISTANCE_TEST_H
#define DISTANCE_TEST_H
class DistanceTest : public Test
{
public:
DistanceTest()
{
{
m_transformA.SetIdentity();
m_transformA.p.Set(0.0f, -0.2f);
m_polygonA.SetAsBox(10.0f, 0.2f);
}
{
m_positionB.Set(12.017401f, 0.13678508f);
m_angleB = -0.0109265f;
m_transformB.Set(m_positionB, m_angleB);
m_polygonB.SetAsBox(2.0f, 0.1f);
}
}
static Test* Create()
{
return new DistanceTest;
}
void Step(Settings* settings)
{
Test::Step(settings);
b2DistanceInput input;
input.proxyA.Set(&m_polygonA, 0);
input.proxyB.Set(&m_polygonB, 0);
input.transformA = m_transformA;
input.transformB = m_transformB;
input.useRadii = true;
b2SimplexCache cache;
cache.count = 0;
b2DistanceOutput output;
b2Distance(&output, &cache, &input);
m_debugDraw.DrawString(5, m_textLine, "distance = %g", output.distance);
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "iterations = %d", output.iterations);
m_textLine += 15;
{
b2Color color(0.9f, 0.9f, 0.9f);
b2Vec2 v[b2_maxPolygonVertices];
for (int32 i = 0; i < m_polygonA.m_vertexCount; ++i)
{
v[i] = b2Mul(m_transformA, m_polygonA.m_vertices[i]);
}
m_debugDraw.DrawPolygon(v, m_polygonA.m_vertexCount, color);
for (int32 i = 0; i < m_polygonB.m_vertexCount; ++i)
{
v[i] = b2Mul(m_transformB, m_polygonB.m_vertices[i]);
}
m_debugDraw.DrawPolygon(v, m_polygonB.m_vertexCount, color);
}
b2Vec2 x1 = output.pointA;
b2Vec2 x2 = output.pointB;
b2Color c1(1.0f, 0.0f, 0.0f);
m_debugDraw.DrawPoint(x1, 4.0f, c1);
b2Color c2(1.0f, 1.0f, 0.0f);
m_debugDraw.DrawPoint(x2, 4.0f, c2);
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'a':
m_positionB.x -= 0.1f;
break;
case 'd':
m_positionB.x += 0.1f;
break;
case 's':
m_positionB.y -= 0.1f;
break;
case 'w':
m_positionB.y += 0.1f;
break;
case 'q':
m_angleB += 0.1f * b2_pi;
break;
case 'e':
m_angleB -= 0.1f * b2_pi;
break;
}
m_transformB.Set(m_positionB, m_angleB);
}
b2Vec2 m_positionB;
float32 m_angleB;
b2Transform m_transformA;
b2Transform m_transformB;
b2PolygonShape m_polygonA;
b2PolygonShape m_polygonB;
};
#endif

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/*
* 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 DOMINOS_H
#define DOMINOS_H
class Dominos : public Test
{
public:
Dominos()
{
b2Body* b1;
{
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
b2BodyDef bd;
b1 = m_world->CreateBody(&bd);
b1->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(6.0f, 0.25f);
b2BodyDef bd;
bd.position.Set(-1.5f, 10.0f);
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.1f, 1.0f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.friction = 0.1f;
for (int i = 0; i < 10; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-6.0f + 1.0f * i, 11.25f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
}
{
b2PolygonShape shape;
shape.SetAsBox(7.0f, 0.25f, b2Vec2_zero, 0.3f);
b2BodyDef bd;
bd.position.Set(1.0f, 6.0f);
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
b2Body* b2;
{
b2PolygonShape shape;
shape.SetAsBox(0.25f, 1.5f);
b2BodyDef bd;
bd.position.Set(-7.0f, 4.0f);
b2 = m_world->CreateBody(&bd);
b2->CreateFixture(&shape, 0.0f);
}
b2Body* b3;
{
b2PolygonShape shape;
shape.SetAsBox(6.0f, 0.125f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-0.9f, 1.0f);
bd.angle = -0.15f;
b3 = m_world->CreateBody(&bd);
b3->CreateFixture(&shape, 10.0f);
}
b2RevoluteJointDef jd;
b2Vec2 anchor;
anchor.Set(-2.0f, 1.0f);
jd.Initialize(b1, b3, anchor);
jd.collideConnected = true;
m_world->CreateJoint(&jd);
b2Body* b4;
{
b2PolygonShape shape;
shape.SetAsBox(0.25f, 0.25f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f, 15.0f);
b4 = m_world->CreateBody(&bd);
b4->CreateFixture(&shape, 10.0f);
}
anchor.Set(-7.0f, 15.0f);
jd.Initialize(b2, b4, anchor);
m_world->CreateJoint(&jd);
b2Body* b5;
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(6.5f, 3.0f);
b5 = m_world->CreateBody(&bd);
b2PolygonShape shape;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 10.0f;
fd.friction = 0.1f;
shape.SetAsBox(1.0f, 0.1f, b2Vec2(0.0f, -0.9f), 0.0f);
b5->CreateFixture(&fd);
shape.SetAsBox(0.1f, 1.0f, b2Vec2(-0.9f, 0.0f), 0.0f);
b5->CreateFixture(&fd);
shape.SetAsBox(0.1f, 1.0f, b2Vec2(0.9f, 0.0f), 0.0f);
b5->CreateFixture(&fd);
}
anchor.Set(6.0f, 2.0f);
jd.Initialize(b1, b5, anchor);
m_world->CreateJoint(&jd);
b2Body* b6;
{
b2PolygonShape shape;
shape.SetAsBox(1.0f, 0.1f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(6.5f, 4.1f);
b6 = m_world->CreateBody(&bd);
b6->CreateFixture(&shape, 30.0f);
}
anchor.Set(7.5f, 4.0f);
jd.Initialize(b5, b6, anchor);
m_world->CreateJoint(&jd);
b2Body* b7;
{
b2PolygonShape shape;
shape.SetAsBox(0.1f, 1.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(7.4f, 1.0f);
b7 = m_world->CreateBody(&bd);
b7->CreateFixture(&shape, 10.0f);
}
b2DistanceJointDef djd;
djd.bodyA = b3;
djd.bodyB = b7;
djd.localAnchorA.Set(6.0f, 0.0f);
djd.localAnchorB.Set(0.0f, -1.0f);
b2Vec2 d = djd.bodyB->GetWorldPoint(djd.localAnchorB) - djd.bodyA->GetWorldPoint(djd.localAnchorA);
djd.length = d.Length();
m_world->CreateJoint(&djd);
{
float32 radius = 0.2f;
b2CircleShape shape;
shape.m_radius = radius;
for (int i = 0; i < 4; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(5.9f + 2.0f * radius * i, 2.4f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 10.0f);
}
}
}
static Test* Create()
{
return new Dominos;
}
};
#endif

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/*
* Copyright (c) 2011 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 DUMP_SHELL_H
#define DUMP_SHELL_H
// This test holds worlds dumped using b2World::Dump.
class DumpShell : public Test
{
public:
DumpShell()
{
b2Vec2 g(0.000000000000000e+00f, 0.000000000000000e+00f);
m_world->SetGravity(g);
b2Body** bodies = (b2Body**)b2Alloc(3 * sizeof(b2Body*));
b2Joint** joints = (b2Joint**)b2Alloc(2 * sizeof(b2Joint*));
{
b2BodyDef bd;
bd.type = b2BodyType(2);
bd.position.Set(1.304347801208496e+01f, 2.500000000000000e+00f);
bd.angle = 0.000000000000000e+00f;
bd.linearVelocity.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
bd.angularVelocity = 0.000000000000000e+00f;
bd.linearDamping = 5.000000000000000e-01f;
bd.angularDamping = 5.000000000000000e-01f;
bd.allowSleep = bool(4);
bd.awake = bool(2);
bd.fixedRotation = bool(0);
bd.bullet = bool(0);
bd.active = bool(32);
bd.gravityScale = 1.000000000000000e+00f;
bodies[0] = m_world->CreateBody(&bd);
{
b2FixtureDef fd;
fd.friction = 1.000000000000000e+00f;
fd.restitution = 5.000000000000000e-01f;
fd.density = 1.000000000000000e+01f;
fd.isSensor = bool(0);
fd.filter.categoryBits = uint16(1);
fd.filter.maskBits = uint16(65535);
fd.filter.groupIndex = int16(0);
b2PolygonShape shape;
b2Vec2 vs[8];
vs[0].Set(-6.900000095367432e+00f, -3.000000119209290e-01f);
vs[1].Set(2.000000029802322e-01f, -3.000000119209290e-01f);
vs[2].Set(2.000000029802322e-01f, 2.000000029802322e-01f);
vs[3].Set(-6.900000095367432e+00f, 2.000000029802322e-01f);
shape.Set(vs, 4);
fd.shape = &shape;
bodies[0]->CreateFixture(&fd);
}
}
{
b2BodyDef bd;
bd.type = b2BodyType(2);
bd.position.Set(8.478260636329651e-01f, 2.500000000000000e+00f);
bd.angle = 0.000000000000000e+00f;
bd.linearVelocity.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
bd.angularVelocity = 0.000000000000000e+00f;
bd.linearDamping = 5.000000000000000e-01f;
bd.angularDamping = 5.000000000000000e-01f;
bd.allowSleep = bool(4);
bd.awake = bool(2);
bd.fixedRotation = bool(0);
bd.bullet = bool(0);
bd.active = bool(32);
bd.gravityScale = 1.000000000000000e+00f;
bodies[1] = m_world->CreateBody(&bd);
{
b2FixtureDef fd;
fd.friction = 1.000000000000000e+00f;
fd.restitution = 5.000000000000000e-01f;
fd.density = 1.000000000000000e+01f;
fd.isSensor = bool(0);
fd.filter.categoryBits = uint16(1);
fd.filter.maskBits = uint16(65535);
fd.filter.groupIndex = int16(0);
b2PolygonShape shape;
b2Vec2 vs[8];
vs[0].Set(-3.228000104427338e-01f, -2.957000136375427e-01f);
vs[1].Set(6.885900020599365e+00f, -3.641000092029572e-01f);
vs[2].Set(6.907599925994873e+00f, 3.271999955177307e-01f);
vs[3].Set(-3.228000104427338e-01f, 2.825999855995178e-01f);
shape.Set(vs, 4);
fd.shape = &shape;
bodies[1]->CreateFixture(&fd);
}
}
{
b2BodyDef bd;
bd.type = b2BodyType(0);
bd.position.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
bd.angle = 0.000000000000000e+00f;
bd.linearVelocity.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
bd.angularVelocity = 0.000000000000000e+00f;
bd.linearDamping = 0.000000000000000e+00f;
bd.angularDamping = 0.000000000000000e+00f;
bd.allowSleep = bool(4);
bd.awake = bool(2);
bd.fixedRotation = bool(0);
bd.bullet = bool(0);
bd.active = bool(32);
bd.gravityScale = 1.000000000000000e+00f;
bodies[2] = m_world->CreateBody(&bd);
{
b2FixtureDef fd;
fd.friction = 1.000000000000000e+01f;
fd.restitution = 0.000000000000000e+00f;
fd.density = 0.000000000000000e+00f;
fd.isSensor = bool(0);
fd.filter.categoryBits = uint16(1);
fd.filter.maskBits = uint16(65535);
fd.filter.groupIndex = int16(0);
b2EdgeShape shape;
shape.m_radius = 9.999999776482582e-03f;
shape.m_vertex0.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
shape.m_vertex1.Set(4.452173995971680e+01f, 1.669565200805664e+01f);
shape.m_vertex2.Set(4.452173995971680e+01f, 0.000000000000000e+00f);
shape.m_vertex3.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
shape.m_hasVertex0 = bool(0);
shape.m_hasVertex3 = bool(0);
fd.shape = &shape;
bodies[2]->CreateFixture(&fd);
}
{
b2FixtureDef fd;
fd.friction = 1.000000000000000e+01f;
fd.restitution = 0.000000000000000e+00f;
fd.density = 0.000000000000000e+00f;
fd.isSensor = bool(0);
fd.filter.categoryBits = uint16(1);
fd.filter.maskBits = uint16(65535);
fd.filter.groupIndex = int16(0);
b2EdgeShape shape;
shape.m_radius = 9.999999776482582e-03f;
shape.m_vertex0.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
shape.m_vertex1.Set(0.000000000000000e+00f, 1.669565200805664e+01f);
shape.m_vertex2.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
shape.m_vertex3.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
shape.m_hasVertex0 = bool(0);
shape.m_hasVertex3 = bool(0);
fd.shape = &shape;
bodies[2]->CreateFixture(&fd);
}
{
b2FixtureDef fd;
fd.friction = 1.000000000000000e+01f;
fd.restitution = 0.000000000000000e+00f;
fd.density = 0.000000000000000e+00f;
fd.isSensor = bool(0);
fd.filter.categoryBits = uint16(1);
fd.filter.maskBits = uint16(65535);
fd.filter.groupIndex = int16(0);
b2EdgeShape shape;
shape.m_radius = 9.999999776482582e-03f;
shape.m_vertex0.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
shape.m_vertex1.Set(0.000000000000000e+00f, 1.669565200805664e+01f);
shape.m_vertex2.Set(4.452173995971680e+01f, 1.669565200805664e+01f);
shape.m_vertex3.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
shape.m_hasVertex0 = bool(0);
shape.m_hasVertex3 = bool(0);
fd.shape = &shape;
bodies[2]->CreateFixture(&fd);
}
{
b2FixtureDef fd;
fd.friction = 1.000000000000000e+01f;
fd.restitution = 0.000000000000000e+00f;
fd.density = 0.000000000000000e+00f;
fd.isSensor = bool(0);
fd.filter.categoryBits = uint16(1);
fd.filter.maskBits = uint16(65535);
fd.filter.groupIndex = int16(0);
b2EdgeShape shape;
shape.m_radius = 9.999999776482582e-03f;
shape.m_vertex0.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
shape.m_vertex1.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
shape.m_vertex2.Set(4.452173995971680e+01f, 0.000000000000000e+00f);
shape.m_vertex3.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
shape.m_hasVertex0 = bool(0);
shape.m_hasVertex3 = bool(0);
fd.shape = &shape;
bodies[2]->CreateFixture(&fd);
}
}
{
b2PrismaticJointDef jd;
jd.bodyA = bodies[1];
jd.bodyB = bodies[0];
jd.collideConnected = bool(0);
jd.localAnchorA.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
jd.localAnchorB.Set(-1.219565200805664e+01f, 0.000000000000000e+00f);
jd.localAxisA.Set(-1.219565200805664e+01f, 0.000000000000000e+00f);
jd.referenceAngle = 0.000000000000000e+00f;
jd.enableLimit = bool(1);
jd.lowerTranslation = -2.000000000000000e+01f;
jd.upperTranslation = 0.000000000000000e+00f;
jd.enableMotor = bool(1);
jd.motorSpeed = 0.000000000000000e+00f;
jd.maxMotorForce = 1.000000000000000e+01f;
joints[0] = m_world->CreateJoint(&jd);
}
{
b2RevoluteJointDef jd;
jd.bodyA = bodies[1];
jd.bodyB = bodies[2];
jd.collideConnected = bool(0);
jd.localAnchorA.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
jd.localAnchorB.Set(8.478260636329651e-01f, 2.500000000000000e+00f);
jd.referenceAngle = 0.000000000000000e+00f;
jd.enableLimit = bool(0);
jd.lowerAngle = 0.000000000000000e+00f;
jd.upperAngle = 0.000000000000000e+00f;
jd.enableMotor = bool(0);
jd.motorSpeed = 0.000000000000000e+00f;
jd.maxMotorTorque = 0.000000000000000e+00f;
joints[1] = m_world->CreateJoint(&jd);
}
b2Free(joints);
b2Free(bodies);
joints = NULL;
bodies = NULL;
}
static Test* Create()
{
return new DumpShell;
}
};
#endif

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/*
* Copyright (c) 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 DYNAMIC_TREE_TEST_H
#define DYNAMIC_TREE_TEST_H
class DynamicTreeTest : public Test
{
public:
enum
{
e_actorCount = 128
};
DynamicTreeTest()
{
m_worldExtent = 15.0f;
m_proxyExtent = 0.5f;
srand(888);
for (int32 i = 0; i < e_actorCount; ++i)
{
Actor* actor = m_actors + i;
GetRandomAABB(&actor->aabb);
actor->proxyId = m_tree.CreateProxy(actor->aabb, actor);
}
m_stepCount = 0;
float32 h = m_worldExtent;
m_queryAABB.lowerBound.Set(-3.0f, -4.0f + h);
m_queryAABB.upperBound.Set(5.0f, 6.0f + h);
m_rayCastInput.p1.Set(-5.0, 5.0f + h);
m_rayCastInput.p2.Set(7.0f, -4.0f + h);
//m_rayCastInput.p1.Set(0.0f, 2.0f + h);
//m_rayCastInput.p2.Set(0.0f, -2.0f + h);
m_rayCastInput.maxFraction = 1.0f;
m_automated = false;
}
static Test* Create()
{
return new DynamicTreeTest;
}
void Step(Settings* settings)
{
B2_NOT_USED(settings);
m_rayActor = NULL;
for (int32 i = 0; i < e_actorCount; ++i)
{
m_actors[i].fraction = 1.0f;
m_actors[i].overlap = false;
}
if (m_automated == true)
{
int32 actionCount = b2Max(1, e_actorCount >> 2);
for (int32 i = 0; i < actionCount; ++i)
{
Action();
}
}
Query();
RayCast();
for (int32 i = 0; i < e_actorCount; ++i)
{
Actor* actor = m_actors + i;
if (actor->proxyId == b2_nullNode)
continue;
b2Color c(0.9f, 0.9f, 0.9f);
if (actor == m_rayActor && actor->overlap)
{
c.Set(0.9f, 0.6f, 0.6f);
}
else if (actor == m_rayActor)
{
c.Set(0.6f, 0.9f, 0.6f);
}
else if (actor->overlap)
{
c.Set(0.6f, 0.6f, 0.9f);
}
m_debugDraw.DrawAABB(&actor->aabb, c);
}
b2Color c(0.7f, 0.7f, 0.7f);
m_debugDraw.DrawAABB(&m_queryAABB, c);
m_debugDraw.DrawSegment(m_rayCastInput.p1, m_rayCastInput.p2, c);
b2Color c1(0.2f, 0.9f, 0.2f);
b2Color c2(0.9f, 0.2f, 0.2f);
m_debugDraw.DrawPoint(m_rayCastInput.p1, 6.0f, c1);
m_debugDraw.DrawPoint(m_rayCastInput.p2, 6.0f, c2);
if (m_rayActor)
{
b2Color cr(0.2f, 0.2f, 0.9f);
b2Vec2 p = m_rayCastInput.p1 + m_rayActor->fraction * (m_rayCastInput.p2 - m_rayCastInput.p1);
m_debugDraw.DrawPoint(p, 6.0f, cr);
}
{
int32 height = m_tree.GetHeight();
m_debugDraw.DrawString(5, m_textLine, "dynamic tree height = %d", height);
m_textLine += 15;
}
++m_stepCount;
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'a':
m_automated = !m_automated;
break;
case 'c':
CreateProxy();
break;
case 'd':
DestroyProxy();
break;
case 'm':
MoveProxy();
break;
}
}
bool QueryCallback(int32 proxyId)
{
Actor* actor = (Actor*)m_tree.GetUserData(proxyId);
actor->overlap = b2TestOverlap(m_queryAABB, actor->aabb);
return true;
}
float32 RayCastCallback(const b2RayCastInput& input, int32 proxyId)
{
Actor* actor = (Actor*)m_tree.GetUserData(proxyId);
b2RayCastOutput output;
bool hit = actor->aabb.RayCast(&output, input);
if (hit)
{
m_rayCastOutput = output;
m_rayActor = actor;
m_rayActor->fraction = output.fraction;
return output.fraction;
}
return input.maxFraction;
}
private:
struct Actor
{
b2AABB aabb;
float32 fraction;
bool overlap;
int32 proxyId;
};
void GetRandomAABB(b2AABB* aabb)
{
b2Vec2 w; w.Set(2.0f * m_proxyExtent, 2.0f * m_proxyExtent);
//aabb->lowerBound.x = -m_proxyExtent;
//aabb->lowerBound.y = -m_proxyExtent + m_worldExtent;
aabb->lowerBound.x = RandomFloat(-m_worldExtent, m_worldExtent);
aabb->lowerBound.y = RandomFloat(0.0f, 2.0f * m_worldExtent);
aabb->upperBound = aabb->lowerBound + w;
}
void MoveAABB(b2AABB* aabb)
{
b2Vec2 d;
d.x = RandomFloat(-0.5f, 0.5f);
d.y = RandomFloat(-0.5f, 0.5f);
//d.x = 2.0f;
//d.y = 0.0f;
aabb->lowerBound += d;
aabb->upperBound += d;
b2Vec2 c0 = 0.5f * (aabb->lowerBound + aabb->upperBound);
b2Vec2 min; min.Set(-m_worldExtent, 0.0f);
b2Vec2 max; max.Set(m_worldExtent, 2.0f * m_worldExtent);
b2Vec2 c = b2Clamp(c0, min, max);
aabb->lowerBound += c - c0;
aabb->upperBound += c - c0;
}
void CreateProxy()
{
for (int32 i = 0; i < e_actorCount; ++i)
{
int32 j = rand() % e_actorCount;
Actor* actor = m_actors + j;
if (actor->proxyId == b2_nullNode)
{
GetRandomAABB(&actor->aabb);
actor->proxyId = m_tree.CreateProxy(actor->aabb, actor);
return;
}
}
}
void DestroyProxy()
{
for (int32 i = 0; i < e_actorCount; ++i)
{
int32 j = rand() % e_actorCount;
Actor* actor = m_actors + j;
if (actor->proxyId != b2_nullNode)
{
m_tree.DestroyProxy(actor->proxyId);
actor->proxyId = b2_nullNode;
return;
}
}
}
void MoveProxy()
{
for (int32 i = 0; i < e_actorCount; ++i)
{
int32 j = rand() % e_actorCount;
Actor* actor = m_actors + j;
if (actor->proxyId == b2_nullNode)
{
continue;
}
b2AABB aabb0 = actor->aabb;
MoveAABB(&actor->aabb);
b2Vec2 displacement = actor->aabb.GetCenter() - aabb0.GetCenter();
m_tree.MoveProxy(actor->proxyId, actor->aabb, displacement);
return;
}
}
void Action()
{
int32 choice = rand() % 20;
switch (choice)
{
case 0:
CreateProxy();
break;
case 1:
DestroyProxy();
break;
default:
MoveProxy();
}
}
void Query()
{
m_tree.Query(this, m_queryAABB);
for (int32 i = 0; i < e_actorCount; ++i)
{
if (m_actors[i].proxyId == b2_nullNode)
{
continue;
}
bool overlap = b2TestOverlap(m_queryAABB, m_actors[i].aabb);
B2_NOT_USED(overlap);
b2Assert(overlap == m_actors[i].overlap);
}
}
void RayCast()
{
m_rayActor = NULL;
b2RayCastInput input = m_rayCastInput;
// Ray cast against the dynamic tree.
m_tree.RayCast(this, input);
// Brute force ray cast.
Actor* bruteActor = NULL;
b2RayCastOutput bruteOutput;
for (int32 i = 0; i < e_actorCount; ++i)
{
if (m_actors[i].proxyId == b2_nullNode)
{
continue;
}
b2RayCastOutput output;
bool hit = m_actors[i].aabb.RayCast(&output, input);
if (hit)
{
bruteActor = m_actors + i;
bruteOutput = output;
input.maxFraction = output.fraction;
}
}
if (bruteActor != NULL)
{
b2Assert(bruteOutput.fraction == m_rayCastOutput.fraction);
}
}
float32 m_worldExtent;
float32 m_proxyExtent;
b2DynamicTree m_tree;
b2AABB m_queryAABB;
b2RayCastInput m_rayCastInput;
b2RayCastOutput m_rayCastOutput;
Actor* m_rayActor;
Actor m_actors[e_actorCount];
int32 m_stepCount;
bool m_automated;
};
#endif

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/*
* Copyright (c) 2006-2010 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 EDGE_SHAPES_H
#define EDGE_SHAPES_H
class EdgeShapesCallback : public b2RayCastCallback
{
public:
EdgeShapesCallback()
{
m_fixture = NULL;
}
float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
const b2Vec2& normal, float32 fraction)
{
m_fixture = fixture;
m_point = point;
m_normal = normal;
return fraction;
}
b2Fixture* m_fixture;
b2Vec2 m_point;
b2Vec2 m_normal;
};
class EdgeShapes : public Test
{
public:
enum
{
e_maxBodies = 256
};
EdgeShapes()
{
// Ground body
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
float32 x1 = -20.0f;
float32 y1 = 2.0f * cosf(x1 / 10.0f * b2_pi);
for (int32 i = 0; i < 80; ++i)
{
float32 x2 = x1 + 0.5f;
float32 y2 = 2.0f * cosf(x2 / 10.0f * b2_pi);
b2EdgeShape shape;
shape.Set(b2Vec2(x1, y1), b2Vec2(x2, y2));
ground->CreateFixture(&shape, 0.0f);
x1 = x2;
y1 = y2;
}
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[0].Set(vertices, 3);
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.1f, 0.0f);
vertices[1].Set(0.1f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[1].Set(vertices, 3);
}
{
float32 w = 1.0f;
float32 b = w / (2.0f + b2Sqrt(2.0f));
float32 s = b2Sqrt(2.0f) * b;
b2Vec2 vertices[8];
vertices[0].Set(0.5f * s, 0.0f);
vertices[1].Set(0.5f * w, b);
vertices[2].Set(0.5f * w, b + s);
vertices[3].Set(0.5f * s, w);
vertices[4].Set(-0.5f * s, w);
vertices[5].Set(-0.5f * w, b + s);
vertices[6].Set(-0.5f * w, b);
vertices[7].Set(-0.5f * s, 0.0f);
m_polygons[2].Set(vertices, 8);
}
{
m_polygons[3].SetAsBox(0.5f, 0.5f);
}
{
m_circle.m_radius = 0.5f;
}
m_bodyIndex = 0;
memset(m_bodies, 0, sizeof(m_bodies));
m_angle = 0.0f;
}
void Create(int32 index)
{
if (m_bodies[m_bodyIndex] != NULL)
{
m_world->DestroyBody(m_bodies[m_bodyIndex]);
m_bodies[m_bodyIndex] = NULL;
}
b2BodyDef bd;
float32 x = RandomFloat(-10.0f, 10.0f);
float32 y = RandomFloat(10.0f, 20.0f);
bd.position.Set(x, y);
bd.angle = RandomFloat(-b2_pi, b2_pi);
bd.type = b2_dynamicBody;
if (index == 4)
{
bd.angularDamping = 0.02f;
}
m_bodies[m_bodyIndex] = m_world->CreateBody(&bd);
if (index < 4)
{
b2FixtureDef fd;
fd.shape = m_polygons + index;
fd.friction = 0.3f;
fd.density = 20.0f;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
else
{
b2FixtureDef fd;
fd.shape = &m_circle;
fd.friction = 0.3f;
fd.density = 20.0f;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
m_bodyIndex = (m_bodyIndex + 1) % e_maxBodies;
}
void DestroyBody()
{
for (int32 i = 0; i < e_maxBodies; ++i)
{
if (m_bodies[i] != NULL)
{
m_world->DestroyBody(m_bodies[i]);
m_bodies[i] = NULL;
return;
}
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case '1':
case '2':
case '3':
case '4':
case '5':
Create(key - '1');
break;
case 'd':
DestroyBody();
break;
}
}
void Step(Settings* settings)
{
bool advanceRay = settings->pause == 0 || settings->singleStep;
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "Press 1-5 to drop stuff");
m_textLine += 15;
float32 L = 25.0f;
b2Vec2 point1(0.0f, 10.0f);
b2Vec2 d(L * cosf(m_angle), -L * b2Abs(sinf(m_angle)));
b2Vec2 point2 = point1 + d;
EdgeShapesCallback callback;
m_world->RayCast(&callback, point1, point2);
if (callback.m_fixture)
{
m_debugDraw.DrawPoint(callback.m_point, 5.0f, b2Color(0.4f, 0.9f, 0.4f));
m_debugDraw.DrawSegment(point1, callback.m_point, b2Color(0.8f, 0.8f, 0.8f));
b2Vec2 head = callback.m_point + 0.5f * callback.m_normal;
m_debugDraw.DrawSegment(callback.m_point, head, b2Color(0.9f, 0.9f, 0.4f));
}
else
{
m_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f));
}
if (advanceRay)
{
m_angle += 0.25f * b2_pi / 180.0f;
}
}
static Test* Create()
{
return new EdgeShapes;
}
int32 m_bodyIndex;
b2Body* m_bodies[e_maxBodies];
b2PolygonShape m_polygons[4];
b2CircleShape m_circle;
float32 m_angle;
};
#endif

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/*
* Copyright (c) 2006-2010 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 EDGE_TEST_H
#define EDGE_TEST_H
class EdgeTest : public Test
{
public:
EdgeTest()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2Vec2 v1(-10.0f, 0.0f), v2(-7.0f, -2.0f), v3(-4.0f, 0.0f);
b2Vec2 v4(0.0f, 0.0f), v5(4.0f, 0.0f), v6(7.0f, 2.0f), v7(10.0f, 0.0f);
b2EdgeShape shape;
shape.Set(v1, v2);
shape.m_hasVertex3 = true;
shape.m_vertex3 = v3;
ground->CreateFixture(&shape, 0.0f);
shape.Set(v2, v3);
shape.m_hasVertex0 = true;
shape.m_hasVertex3 = true;
shape.m_vertex0 = v1;
shape.m_vertex3 = v4;
ground->CreateFixture(&shape, 0.0f);
shape.Set(v3, v4);
shape.m_hasVertex0 = true;
shape.m_hasVertex3 = true;
shape.m_vertex0 = v2;
shape.m_vertex3 = v5;
ground->CreateFixture(&shape, 0.0f);
shape.Set(v4, v5);
shape.m_hasVertex0 = true;
shape.m_hasVertex3 = true;
shape.m_vertex0 = v3;
shape.m_vertex3 = v6;
ground->CreateFixture(&shape, 0.0f);
shape.Set(v5, v6);
shape.m_hasVertex0 = true;
shape.m_hasVertex3 = true;
shape.m_vertex0 = v4;
shape.m_vertex3 = v7;
ground->CreateFixture(&shape, 0.0f);
shape.Set(v6, v7);
shape.m_hasVertex0 = true;
shape.m_vertex0 = v5;
ground->CreateFixture(&shape, 0.0f);
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-0.5f, 0.6f);
bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_radius = 0.5f;
body->CreateFixture(&shape, 1.0f);
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(1.0f, 0.6f);
bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
body->CreateFixture(&shape, 1.0f);
}
}
static Test* Create()
{
return new EdgeTest;
}
};
#endif

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/*
* Copyright (c) 2007-2009 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 GEARS_H
#define GEARS_H
class Gears : public Test
{
public:
Gears()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(50.0f, 0.0f), b2Vec2(-50.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
// Gears co
{
b2CircleShape circle1;
circle1.m_radius = 1.0f;
b2PolygonShape box;
box.SetAsBox(0.5f, 5.0f);
b2CircleShape circle2;
circle2.m_radius = 2.0f;
b2BodyDef bd1;
bd1.type = b2_staticBody;
bd1.position.Set(10.0f, 9.0f);
b2Body* body1 = m_world->CreateBody(&bd1);
body1->CreateFixture(&circle1, 0.0f);
b2BodyDef bd2;
bd2.type = b2_dynamicBody;
bd2.position.Set(10.0f, 8.0f);
b2Body* body2 = m_world->CreateBody(&bd2);
body2->CreateFixture(&box, 5.0f);
b2BodyDef bd3;
bd3.type = b2_dynamicBody;
bd3.position.Set(10.0f, 6.0f);
b2Body* body3 = m_world->CreateBody(&bd3);
body3->CreateFixture(&circle2, 5.0f);
b2RevoluteJointDef jd1;
jd1.Initialize(body2, body1, bd1.position);
b2Joint* joint1 = m_world->CreateJoint(&jd1);
b2RevoluteJointDef jd2;
jd2.Initialize(body2, body3, bd3.position);
b2Joint* joint2 = m_world->CreateJoint(&jd2);
b2GearJointDef jd4;
jd4.bodyA = body1;
jd4.bodyB = body3;
jd4.joint1 = joint1;
jd4.joint2 = joint2;
jd4.ratio = circle2.m_radius / circle1.m_radius;
m_world->CreateJoint(&jd4);
}
{
b2CircleShape circle1;
circle1.m_radius = 1.0f;
b2CircleShape circle2;
circle2.m_radius = 2.0f;
b2PolygonShape box;
box.SetAsBox(0.5f, 5.0f);
b2BodyDef bd1;
bd1.type = b2_dynamicBody;
bd1.position.Set(-3.0f, 12.0f);
b2Body* body1 = m_world->CreateBody(&bd1);
body1->CreateFixture(&circle1, 5.0f);
b2RevoluteJointDef jd1;
jd1.bodyA = ground;
jd1.bodyB = body1;
jd1.localAnchorA = ground->GetLocalPoint(bd1.position);
jd1.localAnchorB = body1->GetLocalPoint(bd1.position);
jd1.referenceAngle = body1->GetAngle() - ground->GetAngle();
m_joint1 = (b2RevoluteJoint*)m_world->CreateJoint(&jd1);
b2BodyDef bd2;
bd2.type = b2_dynamicBody;
bd2.position.Set(0.0f, 12.0f);
b2Body* body2 = m_world->CreateBody(&bd2);
body2->CreateFixture(&circle2, 5.0f);
b2RevoluteJointDef jd2;
jd2.Initialize(ground, body2, bd2.position);
m_joint2 = (b2RevoluteJoint*)m_world->CreateJoint(&jd2);
b2BodyDef bd3;
bd3.type = b2_dynamicBody;
bd3.position.Set(2.5f, 12.0f);
b2Body* body3 = m_world->CreateBody(&bd3);
body3->CreateFixture(&box, 5.0f);
b2PrismaticJointDef jd3;
jd3.Initialize(ground, body3, bd3.position, b2Vec2(0.0f, 1.0f));
jd3.lowerTranslation = -5.0f;
jd3.upperTranslation = 5.0f;
jd3.enableLimit = true;
m_joint3 = (b2PrismaticJoint*)m_world->CreateJoint(&jd3);
b2GearJointDef jd4;
jd4.bodyA = body1;
jd4.bodyB = body2;
jd4.joint1 = m_joint1;
jd4.joint2 = m_joint2;
jd4.ratio = circle2.m_radius / circle1.m_radius;
m_joint4 = (b2GearJoint*)m_world->CreateJoint(&jd4);
b2GearJointDef jd5;
jd5.bodyA = body2;
jd5.bodyB = body3;
jd5.joint1 = m_joint2;
jd5.joint2 = m_joint3;
jd5.ratio = -1.0f / circle2.m_radius;
m_joint5 = (b2GearJoint*)m_world->CreateJoint(&jd5);
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 0:
break;
}
}
void Step(Settings* settings)
{
Test::Step(settings);
float32 ratio, value;
ratio = m_joint4->GetRatio();
value = m_joint1->GetJointAngle() + ratio * m_joint2->GetJointAngle();
m_debugDraw.DrawString(5, m_textLine, "theta1 + %4.2f * theta2 = %4.2f", (float) ratio, (float) value);
m_textLine += 15;
ratio = m_joint5->GetRatio();
value = m_joint2->GetJointAngle() + ratio * m_joint3->GetJointTranslation();
m_debugDraw.DrawString(5, m_textLine, "theta2 + %4.2f * delta = %4.2f", (float) ratio, (float) value);
m_textLine += 15;
}
static Test* Create()
{
return new Gears;
}
b2RevoluteJoint* m_joint1;
b2RevoluteJoint* m_joint2;
b2PrismaticJoint* m_joint3;
b2GearJoint* m_joint4;
b2GearJoint* m_joint5;
};
#endif

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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

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/*
* Copyright (c) 2006-2010 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 PINBALL_H
#define PINBALL_H
/// This tests bullet collision and provides an example of a gameplay scenario.
/// This also uses a loop shape.
class Pinball : public Test
{
public:
Pinball()
{
// Ground body
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2Vec2 vs[5];
vs[0].Set(0.0f, -2.0f);
vs[1].Set(8.0f, 6.0f);
vs[2].Set(8.0f, 20.0f);
vs[3].Set(-8.0f, 20.0f);
vs[4].Set(-8.0f, 6.0f);
b2ChainShape loop;
loop.CreateLoop(vs, 5);
b2FixtureDef fd;
fd.shape = &loop;
fd.density = 0.0f;
ground->CreateFixture(&fd);
}
// Flippers
{
b2Vec2 p1(-2.0f, 0.0f), p2(2.0f, 0.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = p1;
b2Body* leftFlipper = m_world->CreateBody(&bd);
bd.position = p2;
b2Body* rightFlipper = m_world->CreateBody(&bd);
b2PolygonShape box;
box.SetAsBox(1.75f, 0.1f);
b2FixtureDef fd;
fd.shape = &box;
fd.density = 1.0f;
leftFlipper->CreateFixture(&fd);
rightFlipper->CreateFixture(&fd);
b2RevoluteJointDef jd;
jd.bodyA = ground;
jd.localAnchorB.SetZero();
jd.enableMotor = true;
jd.maxMotorTorque = 1000.0f;
jd.enableLimit = true;
jd.motorSpeed = 0.0f;
jd.localAnchorA = p1;
jd.bodyB = leftFlipper;
jd.lowerAngle = -30.0f * b2_pi / 180.0f;
jd.upperAngle = 5.0f * b2_pi / 180.0f;
m_leftJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
jd.motorSpeed = 0.0f;
jd.localAnchorA = p2;
jd.bodyB = rightFlipper;
jd.lowerAngle = -5.0f * b2_pi / 180.0f;
jd.upperAngle = 30.0f * b2_pi / 180.0f;
m_rightJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
}
// Circle character
{
b2BodyDef bd;
bd.position.Set(1.0f, 15.0f);
bd.type = b2_dynamicBody;
bd.bullet = true;
m_ball = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_radius = 0.2f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
m_ball->CreateFixture(&fd);
}
m_button = false;
}
void Step()
{
if (m_button)
{
m_leftJoint->SetMotorSpeed(20.0f);
m_rightJoint->SetMotorSpeed(-20.0f);
}
else
{
m_leftJoint->SetMotorSpeed(-10.0f);
m_rightJoint->SetMotorSpeed(10.0f);
}
// Test::Step(settings);
//
// m_debugDraw.DrawString(5, m_textLine, "Press 'a' to control the flippers");
// m_textLine += 15;
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'a':
case 'A':
m_button = true;
break;
}
}
void KeyboardUp(unsigned char key)
{
switch (key)
{
case 'a':
case 'A':
m_button = false;
break;
}
}
static Test* Create()
{
return new Pinball;
}
b2RevoluteJoint* m_leftJoint;
b2RevoluteJoint* m_rightJoint;
b2Body* m_ball;
bool m_button;
};
#endif

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/*
* 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 POLYCOLLISION_H
#define POLYCOLLISION_H
class PolyCollision : public Test
{
public:
PolyCollision()
{
{
m_polygonA.SetAsBox(0.2f, 0.4f);
m_transformA.Set(b2Vec2(0.0f, 0.0f), 0.0f);
}
{
m_polygonB.SetAsBox(0.5f, 0.5f);
m_positionB.Set(19.345284f, 1.5632932f);
m_angleB = 1.9160721f;
m_transformB.Set(m_positionB, m_angleB);
}
}
static Test* Create()
{
return new PolyCollision;
}
void Step(Settings* settings)
{
B2_NOT_USED(settings);
b2Manifold manifold;
b2CollidePolygons(&manifold, &m_polygonA, m_transformA, &m_polygonB, m_transformB);
b2WorldManifold worldManifold;
worldManifold.Initialize(&manifold, m_transformA, m_polygonA.m_radius, m_transformB, m_polygonB.m_radius);
m_debugDraw.DrawString(5, m_textLine, "point count = %d", manifold.pointCount);
m_textLine += 15;
{
b2Color color(0.9f, 0.9f, 0.9f);
b2Vec2 v[b2_maxPolygonVertices];
for (int32 i = 0; i < m_polygonA.m_vertexCount; ++i)
{
v[i] = b2Mul(m_transformA, m_polygonA.m_vertices[i]);
}
m_debugDraw.DrawPolygon(v, m_polygonA.m_vertexCount, color);
for (int32 i = 0; i < m_polygonB.m_vertexCount; ++i)
{
v[i] = b2Mul(m_transformB, m_polygonB.m_vertices[i]);
}
m_debugDraw.DrawPolygon(v, m_polygonB.m_vertexCount, color);
}
for (int32 i = 0; i < manifold.pointCount; ++i)
{
m_debugDraw.DrawPoint(worldManifold.points[i], 4.0f, b2Color(0.9f, 0.3f, 0.3f));
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'a':
m_positionB.x -= 0.1f;
break;
case 'd':
m_positionB.x += 0.1f;
break;
case 's':
m_positionB.y -= 0.1f;
break;
case 'w':
m_positionB.y += 0.1f;
break;
case 'q':
m_angleB += 0.1f * b2_pi;
break;
case 'e':
m_angleB -= 0.1f * b2_pi;
break;
}
m_transformB.Set(m_positionB, m_angleB);
}
b2PolygonShape m_polygonA;
b2PolygonShape m_polygonB;
b2Transform m_transformA;
b2Transform m_transformB;
b2Vec2 m_positionB;
float32 m_angleB;
};
#endif

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/*
* 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 POLY_SHAPES_H
#define POLY_SHAPES_H
/// This tests stacking. It also shows how to use b2World::Query
/// and b2TestOverlap.
const int32 k_maxBodies = 256;
/// This callback is called by b2World::QueryAABB. We find all the fixtures
/// that overlap an AABB. Of those, we use b2TestOverlap to determine which fixtures
/// overlap a circle. Up to 4 overlapped fixtures will be highlighted with a yellow border.
class PolyShapesCallback : public b2QueryCallback
{
public:
enum
{
e_maxCount = 4
};
PolyShapesCallback()
{
m_count = 0;
}
void DrawFixture(b2Fixture* fixture)
{
b2Color color(0.95f, 0.95f, 0.6f);
const b2Transform& xf = fixture->GetBody()->GetTransform();
switch (fixture->GetType())
{
case b2Shape::e_circle:
{
b2CircleShape* circle = (b2CircleShape*)fixture->GetShape();
b2Vec2 center = b2Mul(xf, circle->m_p);
float32 radius = circle->m_radius;
m_debugDraw->DrawCircle(center, radius, color);
}
break;
case b2Shape::e_polygon:
{
b2PolygonShape* poly = (b2PolygonShape*)fixture->GetShape();
int32 vertexCount = poly->m_vertexCount;
b2Assert(vertexCount <= b2_maxPolygonVertices);
b2Vec2 vertices[b2_maxPolygonVertices];
for (int32 i = 0; i < vertexCount; ++i)
{
vertices[i] = b2Mul(xf, poly->m_vertices[i]);
}
m_debugDraw->DrawPolygon(vertices, vertexCount, color);
}
break;
default:
break;
}
}
/// Called for each fixture found in the query AABB.
/// @return false to terminate the query.
bool ReportFixture(b2Fixture* fixture)
{
if (m_count == e_maxCount)
{
return false;
}
b2Body* body = fixture->GetBody();
b2Shape* shape = fixture->GetShape();
bool overlap = b2TestOverlap(shape, 0, &m_circle, 0, body->GetTransform(), m_transform);
if (overlap)
{
DrawFixture(fixture);
++m_count;
}
return true;
}
b2CircleShape m_circle;
b2Transform m_transform;
b2Draw* m_debugDraw;
int32 m_count;
};
class PolyShapes : public Test
{
public:
PolyShapes()
{
// Ground body
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[0].Set(vertices, 3);
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.1f, 0.0f);
vertices[1].Set(0.1f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[1].Set(vertices, 3);
}
{
float32 w = 1.0f;
float32 b = w / (2.0f + b2Sqrt(2.0f));
float32 s = b2Sqrt(2.0f) * b;
b2Vec2 vertices[8];
vertices[0].Set(0.5f * s, 0.0f);
vertices[1].Set(0.5f * w, b);
vertices[2].Set(0.5f * w, b + s);
vertices[3].Set(0.5f * s, w);
vertices[4].Set(-0.5f * s, w);
vertices[5].Set(-0.5f * w, b + s);
vertices[6].Set(-0.5f * w, b);
vertices[7].Set(-0.5f * s, 0.0f);
m_polygons[2].Set(vertices, 8);
}
{
m_polygons[3].SetAsBox(0.5f, 0.5f);
}
{
m_circle.m_radius = 0.5f;
}
m_bodyIndex = 0;
memset(m_bodies, 0, sizeof(m_bodies));
}
void Create(int32 index)
{
if (m_bodies[m_bodyIndex] != NULL)
{
m_world->DestroyBody(m_bodies[m_bodyIndex]);
m_bodies[m_bodyIndex] = NULL;
}
b2BodyDef bd;
bd.type = b2_dynamicBody;
float32 x = RandomFloat(-2.0f, 2.0f);
bd.position.Set(x, 10.0f);
bd.angle = RandomFloat(-b2_pi, b2_pi);
if (index == 4)
{
bd.angularDamping = 0.02f;
}
m_bodies[m_bodyIndex] = m_world->CreateBody(&bd);
if (index < 4)
{
b2FixtureDef fd;
fd.shape = m_polygons + index;
fd.density = 1.0f;
fd.friction = 0.3f;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
else
{
b2FixtureDef fd;
fd.shape = &m_circle;
fd.density = 1.0f;
fd.friction = 0.3f;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
m_bodyIndex = (m_bodyIndex + 1) % k_maxBodies;
}
void DestroyBody()
{
for (int32 i = 0; i < k_maxBodies; ++i)
{
if (m_bodies[i] != NULL)
{
m_world->DestroyBody(m_bodies[i]);
m_bodies[i] = NULL;
return;
}
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case '1':
case '2':
case '3':
case '4':
case '5':
Create(key - '1');
break;
case 'a':
for (int32 i = 0; i < k_maxBodies; i += 2)
{
if (m_bodies[i])
{
bool active = m_bodies[i]->IsActive();
m_bodies[i]->SetActive(!active);
}
}
break;
case 'd':
DestroyBody();
break;
}
}
void Step(Settings* settings)
{
Test::Step(settings);
PolyShapesCallback callback;
callback.m_circle.m_radius = 2.0f;
callback.m_circle.m_p.Set(0.0f, 1.1f);
callback.m_transform.SetIdentity();
callback.m_debugDraw = &m_debugDraw;
b2AABB aabb;
callback.m_circle.ComputeAABB(&aabb, callback.m_transform, 0);
m_world->QueryAABB(&callback, aabb);
b2Color color(0.4f, 0.7f, 0.8f);
m_debugDraw.DrawCircle(callback.m_circle.m_p, callback.m_circle.m_radius, color);
m_debugDraw.DrawString(5, m_textLine, "Press 1-5 to drop stuff");
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "Press 'a' to (de)activate some bodies");
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "Press 'd' to destroy a body");
m_textLine += 15;
}
static Test* Create()
{
return new PolyShapes;
}
int32 m_bodyIndex;
b2Body* m_bodies[k_maxBodies];
b2PolygonShape m_polygons[4];
b2CircleShape m_circle;
};
#endif

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/*
* 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 PRISMATIC_H
#define PRISMATIC_H
// The motor in this test gets smoother with higher velocity iterations.
class Prismatic : public Test
{
public:
Prismatic()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(2.0f, 0.5f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f, 10.0f);
bd.angle = 0.5f * b2_pi;
bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 5.0f);
b2PrismaticJointDef pjd;
// Bouncy limit
b2Vec2 axis(2.0f, 1.0f);
axis.Normalize();
pjd.Initialize(ground, body, b2Vec2(0.0f, 0.0f), axis);
// Non-bouncy limit
//pjd.Initialize(ground, body, b2Vec2(-10.0f, 10.0f), b2Vec2(1.0f, 0.0f));
pjd.motorSpeed = 10.0f;
pjd.maxMotorForce = 10000.0f;
pjd.enableMotor = true;
pjd.lowerTranslation = 0.0f;
pjd.upperTranslation = 20.0f;
pjd.enableLimit = true;
m_joint = (b2PrismaticJoint*)m_world->CreateJoint(&pjd);
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'l':
m_joint->EnableLimit(!m_joint->IsLimitEnabled());
break;
case 'm':
m_joint->EnableMotor(!m_joint->IsMotorEnabled());
break;
case 's':
m_joint->SetMotorSpeed(-m_joint->GetMotorSpeed());
break;
}
}
void Step(Settings* settings)
{
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "Keys: (l) limits, (m) motors, (s) speed");
m_textLine += 15;
float32 force = m_joint->GetMotorForce(settings->hz);
m_debugDraw.DrawString(5, m_textLine, "Motor Force = %4.0f", (float) force);
m_textLine += 15;
}
static Test* Create()
{
return new Prismatic;
}
b2PrismaticJoint* m_joint;
};
#endif

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/*
* Copyright (c) 2007-2009 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 PULLEYS_H
#define PULLEYS_H
class Pulleys : public Test
{
public:
Pulleys()
{
float32 y = 16.0f;
float32 L = 12.0f;
float32 a = 1.0f;
float32 b = 2.0f;
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape edge;
edge.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
//ground->CreateFixture(&shape, 0.0f);
b2CircleShape circle;
circle.m_radius = 2.0f;
circle.m_p.Set(-10.0f, y + b + L);
ground->CreateFixture(&circle, 0.0f);
circle.m_p.Set(10.0f, y + b + L);
ground->CreateFixture(&circle, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(a, b);
b2BodyDef bd;
bd.type = b2_dynamicBody;
//bd.fixedRotation = true;
bd.position.Set(-10.0f, y);
b2Body* body1 = m_world->CreateBody(&bd);
body1->CreateFixture(&shape, 5.0f);
bd.position.Set(10.0f, y);
b2Body* body2 = m_world->CreateBody(&bd);
body2->CreateFixture(&shape, 5.0f);
b2PulleyJointDef pulleyDef;
b2Vec2 anchor1(-10.0f, y + b);
b2Vec2 anchor2(10.0f, y + b);
b2Vec2 groundAnchor1(-10.0f, y + b + L);
b2Vec2 groundAnchor2(10.0f, y + b + L);
pulleyDef.Initialize(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, 1.5f);
m_joint1 = (b2PulleyJoint*)m_world->CreateJoint(&pulleyDef);
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 0:
break;
}
}
void Step(Settings* settings)
{
Test::Step(settings);
float32 ratio = m_joint1->GetRatio();
float32 L = m_joint1->GetLengthA() + ratio * m_joint1->GetLengthB();
m_debugDraw.DrawString(5, m_textLine, "L1 + %4.2f * L2 = %4.2f", (float) ratio, (float) L);
m_textLine += 15;
}
static Test* Create()
{
return new Pulleys;
}
b2PulleyJoint* m_joint1;
};
#endif

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/*
* 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 PYRAMID_H
#define PYRAMID_H
class Pyramid : public Test
{
public:
enum
{
e_count = 20
};
Pyramid()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
float32 a = 0.5f;
b2PolygonShape shape;
shape.SetAsBox(a, a);
b2Vec2 x(-7.0f, 0.75f);
b2Vec2 y;
b2Vec2 deltaX(0.5625f, 1.25f);
b2Vec2 deltaY(1.125f, 0.0f);
for (int32 i = 0; i < e_count; ++i)
{
y = x;
for (int32 j = i; j < e_count; ++j)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = y;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 5.0f);
y += deltaY;
}
x += deltaX;
}
}
}
void Step(Settings* settings)
{
Test::Step(settings);
//b2DynamicTree* tree = &m_world->m_contactManager.m_broadPhase.m_tree;
//if (m_stepCount == 400)
//{
// tree->RebuildBottomUp();
//}
}
static Test* Create()
{
return new Pyramid;
}
};
#endif

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/*
* 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 RAY_CAST_H
#define RAY_CAST_H
// This test demonstrates how to use the world ray-cast feature.
// NOTE: we are intentionally filtering one of the polygons, therefore
// the ray will always miss one type of polygon.
// This callback finds the closest hit. Polygon 0 is filtered.
class RayCastClosestCallback : public b2RayCastCallback
{
public:
RayCastClosestCallback()
{
m_hit = false;
}
float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
const b2Vec2& normal, float32 fraction)
{
b2Body* body = fixture->GetBody();
void* userData = body->GetUserData();
if (userData)
{
int32 index = *(int32*)userData;
if (index == 0)
{
// filter
return -1.0f;
}
}
m_hit = true;
m_point = point;
m_normal = normal;
return fraction;
}
bool m_hit;
b2Vec2 m_point;
b2Vec2 m_normal;
};
// This callback finds any hit. Polygon 0 is filtered.
class RayCastAnyCallback : public b2RayCastCallback
{
public:
RayCastAnyCallback()
{
m_hit = false;
}
float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
const b2Vec2& normal, float32 fraction)
{
b2Body* body = fixture->GetBody();
void* userData = body->GetUserData();
if (userData)
{
int32 index = *(int32*)userData;
if (index == 0)
{
// filter
return -1.0f;
}
}
m_hit = true;
m_point = point;
m_normal = normal;
return 0.0f;
}
bool m_hit;
b2Vec2 m_point;
b2Vec2 m_normal;
};
// This ray cast collects multiple hits along the ray. Polygon 0 is filtered.
class RayCastMultipleCallback : public b2RayCastCallback
{
public:
enum
{
e_maxCount = 3
};
RayCastMultipleCallback()
{
m_count = 0;
}
float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
const b2Vec2& normal, float32 fraction)
{
b2Body* body = fixture->GetBody();
void* userData = body->GetUserData();
if (userData)
{
int32 index = *(int32*)userData;
if (index == 0)
{
// filter
return -1.0f;
}
}
b2Assert(m_count < e_maxCount);
m_points[m_count] = point;
m_normals[m_count] = normal;
++m_count;
if (m_count == e_maxCount)
{
return 0.0f;
}
return 1.0f;
}
b2Vec2 m_points[e_maxCount];
b2Vec2 m_normals[e_maxCount];
int32 m_count;
};
class RayCast : public Test
{
public:
enum
{
e_maxBodies = 256
};
enum Mode
{
e_closest,
e_any,
e_multiple
};
RayCast()
{
// Ground body
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[0].Set(vertices, 3);
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.1f, 0.0f);
vertices[1].Set(0.1f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[1].Set(vertices, 3);
}
{
float32 w = 1.0f;
float32 b = w / (2.0f + b2Sqrt(2.0f));
float32 s = b2Sqrt(2.0f) * b;
b2Vec2 vertices[8];
vertices[0].Set(0.5f * s, 0.0f);
vertices[1].Set(0.5f * w, b);
vertices[2].Set(0.5f * w, b + s);
vertices[3].Set(0.5f * s, w);
vertices[4].Set(-0.5f * s, w);
vertices[5].Set(-0.5f * w, b + s);
vertices[6].Set(-0.5f * w, b);
vertices[7].Set(-0.5f * s, 0.0f);
m_polygons[2].Set(vertices, 8);
}
{
m_polygons[3].SetAsBox(0.5f, 0.5f);
}
{
m_circle.m_radius = 0.5f;
}
m_bodyIndex = 0;
memset(m_bodies, 0, sizeof(m_bodies));
m_angle = 0.0f;
m_mode = e_closest;
}
void Create(int32 index)
{
if (m_bodies[m_bodyIndex] != NULL)
{
m_world->DestroyBody(m_bodies[m_bodyIndex]);
m_bodies[m_bodyIndex] = NULL;
}
b2BodyDef bd;
float32 x = RandomFloat(-10.0f, 10.0f);
float32 y = RandomFloat(0.0f, 20.0f);
bd.position.Set(x, y);
bd.angle = RandomFloat(-b2_pi, b2_pi);
m_userData[m_bodyIndex] = index;
bd.userData = m_userData + m_bodyIndex;
if (index == 4)
{
bd.angularDamping = 0.02f;
}
m_bodies[m_bodyIndex] = m_world->CreateBody(&bd);
if (index < 4)
{
b2FixtureDef fd;
fd.shape = m_polygons + index;
fd.friction = 0.3f;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
else
{
b2FixtureDef fd;
fd.shape = &m_circle;
fd.friction = 0.3f;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
m_bodyIndex = (m_bodyIndex + 1) % e_maxBodies;
}
void DestroyBody()
{
for (int32 i = 0; i < e_maxBodies; ++i)
{
if (m_bodies[i] != NULL)
{
m_world->DestroyBody(m_bodies[i]);
m_bodies[i] = NULL;
return;
}
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case '1':
case '2':
case '3':
case '4':
case '5':
Create(key - '1');
break;
case 'd':
DestroyBody();
break;
case 'm':
if (m_mode == e_closest)
{
m_mode = e_any;
}
else if (m_mode == e_any)
{
m_mode = e_multiple;
}
else if (m_mode == e_multiple)
{
m_mode = e_closest;
}
}
}
void Step(Settings* settings)
{
bool advanceRay = settings->pause == 0 || settings->singleStep;
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "Press 1-5 to drop stuff, m to change the mode");
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "Mode = %d", m_mode);
m_textLine += 15;
float32 L = 11.0f;
b2Vec2 point1(0.0f, 10.0f);
b2Vec2 d(L * cosf(m_angle), L * sinf(m_angle));
b2Vec2 point2 = point1 + d;
if (m_mode == e_closest)
{
RayCastClosestCallback callback;
m_world->RayCast(&callback, point1, point2);
if (callback.m_hit)
{
m_debugDraw.DrawPoint(callback.m_point, 5.0f, b2Color(0.4f, 0.9f, 0.4f));
m_debugDraw.DrawSegment(point1, callback.m_point, b2Color(0.8f, 0.8f, 0.8f));
b2Vec2 head = callback.m_point + 0.5f * callback.m_normal;
m_debugDraw.DrawSegment(callback.m_point, head, b2Color(0.9f, 0.9f, 0.4f));
}
else
{
m_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f));
}
}
else if (m_mode == e_any)
{
RayCastAnyCallback callback;
m_world->RayCast(&callback, point1, point2);
if (callback.m_hit)
{
m_debugDraw.DrawPoint(callback.m_point, 5.0f, b2Color(0.4f, 0.9f, 0.4f));
m_debugDraw.DrawSegment(point1, callback.m_point, b2Color(0.8f, 0.8f, 0.8f));
b2Vec2 head = callback.m_point + 0.5f * callback.m_normal;
m_debugDraw.DrawSegment(callback.m_point, head, b2Color(0.9f, 0.9f, 0.4f));
}
else
{
m_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f));
}
}
else if (m_mode == e_multiple)
{
RayCastMultipleCallback callback;
m_world->RayCast(&callback, point1, point2);
m_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f));
for (int32 i = 0; i < callback.m_count; ++i)
{
b2Vec2 p = callback.m_points[i];
b2Vec2 n = callback.m_normals[i];
m_debugDraw.DrawPoint(p, 5.0f, b2Color(0.4f, 0.9f, 0.4f));
m_debugDraw.DrawSegment(point1, p, b2Color(0.8f, 0.8f, 0.8f));
b2Vec2 head = p + 0.5f * n;
m_debugDraw.DrawSegment(p, head, b2Color(0.9f, 0.9f, 0.4f));
}
}
if (advanceRay)
{
m_angle += 0.25f * b2_pi / 180.0f;
}
#if 0
// This case was failing.
{
b2Vec2 vertices[4];
//vertices[0].Set(-22.875f, -3.0f);
//vertices[1].Set(22.875f, -3.0f);
//vertices[2].Set(22.875f, 3.0f);
//vertices[3].Set(-22.875f, 3.0f);
b2PolygonShape shape;
//shape.Set(vertices, 4);
shape.SetAsBox(22.875f, 3.0f);
b2RayCastInput input;
input.p1.Set(10.2725f,1.71372f);
input.p2.Set(10.2353f,2.21807f);
//input.maxFraction = 0.567623f;
input.maxFraction = 0.56762173f;
b2Transform xf;
xf.SetIdentity();
xf.position.Set(23.0f, 5.0f);
b2RayCastOutput output;
bool hit;
hit = shape.RayCast(&output, input, xf);
hit = false;
b2Color color(1.0f, 1.0f, 1.0f);
b2Vec2 vs[4];
for (int32 i = 0; i < 4; ++i)
{
vs[i] = b2Mul(xf, shape.m_vertices[i]);
}
m_debugDraw.DrawPolygon(vs, 4, color);
m_debugDraw.DrawSegment(input.p1, input.p2, color);
}
#endif
}
static Test* Create()
{
return new RayCast;
}
int32 m_bodyIndex;
b2Body* m_bodies[e_maxBodies];
int32 m_userData[e_maxBodies];
b2PolygonShape m_polygons[4];
b2CircleShape m_circle;
float32 m_angle;
Mode m_mode;
};
#endif

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/*
* 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 REVOLUTE_H
#define REVOLUTE_H
class Revolute : public Test
{
public:
Revolute()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
b2FixtureDef fd;
fd.shape = &shape;
//fd.filter.categoryBits = 2;
ground->CreateFixture(&fd);
}
{
b2CircleShape shape;
shape.m_radius = 0.5f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
b2RevoluteJointDef rjd;
bd.position.Set(-10.0f, 20.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 5.0f);
float32 w = 100.0f;
body->SetAngularVelocity(w);
body->SetLinearVelocity(b2Vec2(-8.0f * w, 0.0f));
rjd.Initialize(ground, body, b2Vec2(-10.0f, 12.0f));
rjd.motorSpeed = 1.0f * b2_pi;
rjd.maxMotorTorque = 10000.0f;
rjd.enableMotor = false;
rjd.lowerAngle = -0.25f * b2_pi;
rjd.upperAngle = 0.5f * b2_pi;
rjd.enableLimit = true;
rjd.collideConnected = true;
m_joint = (b2RevoluteJoint*)m_world->CreateJoint(&rjd);
}
{
b2CircleShape circle_shape;
circle_shape.m_radius = 3.0f;
b2BodyDef circle_bd;
circle_bd.type = b2_dynamicBody;
circle_bd.position.Set(5.0f, 30.0f);
b2FixtureDef fd;
fd.density = 5.0f;
fd.filter.maskBits = 1;
fd.shape = &circle_shape;
m_ball = m_world->CreateBody(&circle_bd);
m_ball->CreateFixture(&fd);
b2PolygonShape polygon_shape;
polygon_shape.SetAsBox(10.0f, 0.2f, b2Vec2 (-10.0f, 0.0f), 0.0f);
b2BodyDef polygon_bd;
polygon_bd.position.Set(20.0f, 10.0f);
polygon_bd.type = b2_dynamicBody;
polygon_bd.bullet = true;
b2Body* polygon_body = m_world->CreateBody(&polygon_bd);
polygon_body->CreateFixture(&polygon_shape, 2.0f);
b2RevoluteJointDef rjd;
rjd.Initialize(ground, polygon_body, b2Vec2(20.0f, 10.0f));
rjd.lowerAngle = -0.25f * b2_pi;
rjd.upperAngle = 0.0f * b2_pi;
rjd.enableLimit = true;
m_world->CreateJoint(&rjd);
}
// Tests mass computation of a small object far from the origin
{
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
b2Body* body = m_world->CreateBody(&bodyDef);
b2PolygonShape polyShape;
b2Vec2 verts[3];
verts[0].Set( 17.63f, 36.31f );
verts[1].Set( 17.52f, 36.69f );
verts[2].Set( 17.19f, 36.36f );
polyShape.Set(verts, 3);
b2FixtureDef polyFixtureDef;
polyFixtureDef.shape = &polyShape;
polyFixtureDef.density = 1;
body->CreateFixture(&polyFixtureDef); //assertion hits inside here
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'l':
m_joint->EnableLimit(!m_joint->IsLimitEnabled());
break;
case 'm':
m_joint->EnableMotor(!m_joint->IsMotorEnabled());
break;
}
}
void Step(Settings* settings)
{
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "Keys: (l) limits, (m) motor");
m_textLine += 15;
//if (m_stepCount == 360)
//{
// m_ball->SetTransform(b2Vec2(0.0f, 0.5f), 0.0f);
//}
//float32 torque1 = m_joint1->GetMotorTorque();
//m_debugDraw.DrawString(5, m_textLine, "Motor Torque = %4.0f, %4.0f : Motor Force = %4.0f", (float) torque1, (float) torque2, (float) force3);
//m_textLine += 15;
}
static Test* Create()
{
return new Revolute;
}
b2Body* m_ball;
b2RevoluteJoint* m_joint;
};
#endif

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/*
* Copyright (c) 2011 Erin Catto http://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 ROPE_H
#define ROPE_H
///
class Rope : public Test
{
public:
Rope()
{
const int32 N = 40;
b2Vec2 vertices[N];
float32 masses[N];
for (int32 i = 0; i < N; ++i)
{
vertices[i].Set(0.0f, 20.0f - 0.25f * i);
masses[i] = 1.0f;
}
masses[0] = 0.0f;
masses[1] = 0.0f;
b2RopeDef def;
def.vertices = vertices;
def.count = N;
def.gravity.Set(0.0f, -10.0f);
def.masses = masses;
def.damping = 0.1f;
def.k2 = 1.0f;
def.k3 = 0.5f;
m_rope.Initialize(&def);
m_angle = 0.0f;
m_rope.SetAngle(m_angle);
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'q':
m_angle = b2Max(-b2_pi, m_angle - 0.05f * b2_pi);
m_rope.SetAngle(m_angle);
break;
case 'e':
m_angle = b2Min(b2_pi, m_angle + 0.05f * b2_pi);
m_rope.SetAngle(m_angle);
break;
}
}
void Step(Settings* settings)
{
float32 dt = settings->hz > 0.0f ? 1.0f / settings->hz : 0.0f;
if (settings->pause == 1 && settings->singleStep == 0)
{
dt = 0.0f;
}
m_rope.Step(dt, 1);
Test::Step(settings);
m_rope.Draw(&m_debugDraw);
m_debugDraw.DrawString(5, m_textLine, "Press (q,e) to adjust target angle");
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "Target angle = %g degrees", m_angle * 180.0f / b2_pi);
m_textLine += 15;
}
static Test* Create()
{
return new Rope;
}
b2Rope m_rope;
float32 m_angle;
};
#endif

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/*
* Copyright (c) 2006-2010 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 ROPE_JOINT_H
#define ROPE_JOINT_H
/// This test shows how a rope joint can be used to stabilize a chain of
/// bodies with a heavy payload. Notice that the rope joint just prevents
/// excessive stretching and has no other effect.
/// By disabling the rope joint you can see that the Box2D solver has trouble
/// supporting heavy bodies with light bodies. Try playing around with the
/// densities, time step, and iterations to see how they affect stability.
/// This test also shows how to use contact filtering. Filtering is configured
/// so that the payload does not collide with the chain.
class RopeJoint : public Test
{
public:
RopeJoint()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.friction = 0.2f;
fd.filter.categoryBits = 0x0001;
fd.filter.maskBits = 0xFFFF & ~0x0002;
b2RevoluteJointDef jd;
jd.collideConnected = false;
const int32 N = 10;
const float32 y = 15.0f;
m_ropeDef.localAnchorA.Set(0.0f, y);
b2Body* prevBody = ground;
for (int32 i = 0; i < N; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.5f + 1.0f * i, y);
if (i == N - 1)
{
shape.SetAsBox(1.5f, 1.5f);
fd.density = 100.0f;
fd.filter.categoryBits = 0x0002;
bd.position.Set(1.0f * i, y);
bd.angularDamping = 0.4f;
}
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(float32(i), y);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
prevBody = body;
}
m_ropeDef.localAnchorB.SetZero();
float32 extraLength = 0.01f;
m_ropeDef.maxLength = N - 1.0f + extraLength;
m_ropeDef.bodyB = prevBody;
}
{
m_ropeDef.bodyA = ground;
m_rope = m_world->CreateJoint(&m_ropeDef);
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'j':
if (m_rope)
{
m_world->DestroyJoint(m_rope);
m_rope = NULL;
}
else
{
m_rope = m_world->CreateJoint(&m_ropeDef);
}
break;
}
}
void Step(Settings* settings)
{
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "Press (j) to toggle the rope joint.");
m_textLine += 15;
if (m_rope)
{
m_debugDraw.DrawString(5, m_textLine, "Rope ON");
}
else
{
m_debugDraw.DrawString(5, m_textLine, "Rope OFF");
}
m_textLine += 15;
}
static Test* Create()
{
return new RopeJoint;
}
b2RopeJointDef m_ropeDef;
b2Joint* m_rope;
};
#endif

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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 SENSOR_TEST_H
#define SENSOR_TEST_H
// This is used to test sensor shapes.
class SensorTest : public Test
{
public:
enum
{
e_count = 7
};
SensorTest()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
{
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
#if 0
{
b2FixtureDef sd;
sd.SetAsBox(10.0f, 2.0f, b2Vec2(0.0f, 20.0f), 0.0f);
sd.isSensor = true;
m_sensor = ground->CreateFixture(&sd);
}
#else
{
b2CircleShape shape;
shape.m_radius = 5.0f;
shape.m_p.Set(0.0f, 10.0f);
b2FixtureDef fd;
fd.shape = &shape;
fd.isSensor = true;
m_sensor = ground->CreateFixture(&fd);
}
#endif
}
{
b2CircleShape shape;
shape.m_radius = 1.0f;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f + 3.0f * i, 20.0f);
bd.userData = m_touching + i;
m_touching[i] = false;
m_bodies[i] = m_world->CreateBody(&bd);
m_bodies[i]->CreateFixture(&shape, 1.0f);
}
}
}
// Implement contact listener.
void BeginContact(b2Contact* contact)
{
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
if (fixtureA == m_sensor)
{
void* userData = fixtureB->GetBody()->GetUserData();
if (userData)
{
bool* touching = (bool*)userData;
*touching = true;
}
}
if (fixtureB == m_sensor)
{
void* userData = fixtureA->GetBody()->GetUserData();
if (userData)
{
bool* touching = (bool*)userData;
*touching = true;
}
}
}
// Implement contact listener.
void EndContact(b2Contact* contact)
{
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
if (fixtureA == m_sensor)
{
void* userData = fixtureB->GetBody()->GetUserData();
if (userData)
{
bool* touching = (bool*)userData;
*touching = false;
}
}
if (fixtureB == m_sensor)
{
void* userData = fixtureA->GetBody()->GetUserData();
if (userData)
{
bool* touching = (bool*)userData;
*touching = false;
}
}
}
void Step(Settings* settings)
{
Test::Step(settings);
// Traverse the contact results. Apply a force on shapes
// that overlap the sensor.
for (int32 i = 0; i < e_count; ++i)
{
if (m_touching[i] == false)
{
continue;
}
b2Body* body = m_bodies[i];
b2Body* ground = m_sensor->GetBody();
b2CircleShape* circle = (b2CircleShape*)m_sensor->GetShape();
b2Vec2 center = ground->GetWorldPoint(circle->m_p);
b2Vec2 position = body->GetPosition();
b2Vec2 d = center - position;
if (d.LengthSquared() < FLT_EPSILON * FLT_EPSILON)
{
continue;
}
d.Normalize();
b2Vec2 F = 100.0f * d;
body->ApplyForce(F, position);
}
}
static Test* Create()
{
return new SensorTest;
}
b2Fixture* m_sensor;
b2Body* m_bodies[e_count];
bool m_touching[e_count];
};
#endif

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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 SHAPE_EDITING_H
#define SHAPE_EDITING_H
class ShapeEditing : public Test
{
public:
ShapeEditing()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 10.0f);
m_body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(4.0f, 4.0f, b2Vec2(0.0f, 0.0f), 0.0f);
m_fixture1 = m_body->CreateFixture(&shape, 10.0f);
m_fixture2 = NULL;
m_sensor = false;
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'c':
if (m_fixture2 == NULL)
{
b2CircleShape shape;
shape.m_radius = 3.0f;
shape.m_p.Set(0.5f, -4.0f);
m_fixture2 = m_body->CreateFixture(&shape, 10.0f);
m_body->SetAwake(true);
}
break;
case 'd':
if (m_fixture2 != NULL)
{
m_body->DestroyFixture(m_fixture2);
m_fixture2 = NULL;
m_body->SetAwake(true);
}
break;
case 's':
if (m_fixture2 != NULL)
{
m_sensor = !m_sensor;
m_fixture2->SetSensor(m_sensor);
}
break;
}
}
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;
m_debugDraw.DrawString(5, m_textLine, "sensor = %d", m_sensor);
m_textLine += 15;
}
static Test* Create()
{
return new ShapeEditing;
}
b2Body* m_body;
b2Fixture* m_fixture1;
b2Fixture* m_fixture2;
bool m_sensor;
};
#endif

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/*
* 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 SLIDER_CRANK_H
#define SLIDER_CRANK_H
// A motor driven slider crank with joint friction.
class SliderCrank : public Test
{
public:
SliderCrank()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2Body* prevBody = ground;
// Define crank.
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 2.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 7.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
b2RevoluteJointDef rjd;
rjd.Initialize(prevBody, body, b2Vec2(0.0f, 5.0f));
rjd.motorSpeed = 1.0f * b2_pi;
rjd.maxMotorTorque = 10000.0f;
rjd.enableMotor = true;
m_joint1 = (b2RevoluteJoint*)m_world->CreateJoint(&rjd);
prevBody = body;
}
// Define follower.
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 4.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 13.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
b2RevoluteJointDef rjd;
rjd.Initialize(prevBody, body, b2Vec2(0.0f, 9.0f));
rjd.enableMotor = false;
m_world->CreateJoint(&rjd);
prevBody = body;
}
// Define piston
{
b2PolygonShape shape;
shape.SetAsBox(1.5f, 1.5f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.fixedRotation = true;
bd.position.Set(0.0f, 17.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
b2RevoluteJointDef rjd;
rjd.Initialize(prevBody, body, b2Vec2(0.0f, 17.0f));
m_world->CreateJoint(&rjd);
b2PrismaticJointDef pjd;
pjd.Initialize(ground, body, b2Vec2(0.0f, 17.0f), b2Vec2(0.0f, 1.0f));
pjd.maxMotorForce = 1000.0f;
pjd.enableMotor = true;
m_joint2 = (b2PrismaticJoint*)m_world->CreateJoint(&pjd);
}
// Create a payload
{
b2PolygonShape shape;
shape.SetAsBox(1.5f, 1.5f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 23.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
}
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'f':
m_joint2->EnableMotor(!m_joint2->IsMotorEnabled());
m_joint2->GetBodyB()->SetAwake(true);
break;
case 'm':
m_joint1->EnableMotor(!m_joint1->IsMotorEnabled());
m_joint1->GetBodyB()->SetAwake(true);
break;
}
}
void Step(Settings* settings)
{
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "Keys: (f) toggle friction, (m) toggle motor");
m_textLine += 15;
float32 torque = m_joint1->GetMotorTorque(settings->hz);
m_debugDraw.DrawString(5, m_textLine, "Motor Torque = %5.0f", (float) torque);
m_textLine += 15;
}
static Test* Create()
{
return new SliderCrank;
}
b2RevoluteJoint* m_joint1;
b2PrismaticJoint* m_joint2;
};
#endif

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/*
* 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 SPHERE_STACK_H
#define SPHERE_STACK_H
class SphereStack : public Test
{
public:
enum
{
e_count = 10
};
SphereStack()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2CircleShape shape;
shape.m_radius = 1.0f;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0, 4.0f + 3.0f * i);
m_bodies[i] = m_world->CreateBody(&bd);
m_bodies[i]->CreateFixture(&shape, 1.0f);
m_bodies[i]->SetLinearVelocity(b2Vec2(0.0f, -50.0f));
}
}
}
void Step(Settings* settings)
{
Test::Step(settings);
//for (int32 i = 0; i < e_count; ++i)
//{
// printf("%g ", m_bodies[i]->GetWorldCenter().y);
//}
//for (int32 i = 0; i < e_count; ++i)
//{
// printf("%g ", m_bodies[i]->GetLinearVelocity().y);
//}
//printf("\n");
}
static Test* Create()
{
return new SphereStack;
}
b2Body* m_bodies[e_count];
};
#endif

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/*
* 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.
*/
#include "../Framework/Test.h"
#include "../Framework/Render.h"
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include "freeglut/freeglut.h"
#endif
#include <cstring>
using namespace std;
#include "AddPair.h"
#include "ApplyForce.h"
#include "BodyTypes.h"
#include "Breakable.h"
#include "Bridge.h"
#include "BulletTest.h"
#include "Cantilever.h"
#include "Car.h"
#include "ContinuousTest.h"
#include "Chain.h"
#include "CharacterCollision.h"
#include "CollisionFiltering.h"
#include "CollisionProcessing.h"
#include "CompoundShapes.h"
#include "Confined.h"
#include "DistanceTest.h"
#include "Dominos.h"
#include "DumpShell.h"
#include "DynamicTreeTest.h"
#include "EdgeShapes.h"
#include "EdgeTest.h"
#include "Gears.h"
#include "OneSidedPlatform.h"
#include "Pinball.h"
#include "PolyCollision.h"
#include "PolyShapes.h"
#include "Prismatic.h"
#include "Pulleys.h"
#include "Pyramid.h"
#include "RayCast.h"
#include "Revolute.h"
//#include "Rope.h"
#include "RopeJoint.h"
#include "SensorTest.h"
#include "ShapeEditing.h"
#include "SliderCrank.h"
#include "SphereStack.h"
#include "TheoJansen.h"
#include "Tiles.h"
#include "TimeOfImpact.h"
#include "Tumbler.h"
#include "VaryingFriction.h"
#include "VaryingRestitution.h"
#include "VerticalStack.h"
#include "Web.h"
TestEntry g_testEntries[] =
{
{"Tumbler", Tumbler::Create},
{"Tiles", Tiles::Create},
{"Dump Shell", DumpShell::Create},
{"Gears", Gears::Create},
{"Cantilever", Cantilever::Create},
{"Varying Restitution", VaryingRestitution::Create},
{"Character Collision", CharacterCollision::Create},
{"Edge Test", EdgeTest::Create},
{"Body Types", BodyTypes::Create},
{"Shape Editing", ShapeEditing::Create},
{"Car", Car::Create},
{"Apply Force", ApplyForce::Create},
{"Prismatic", Prismatic::Create},
{"Vertical Stack", VerticalStack::Create},
{"SphereStack", SphereStack::Create},
{"Revolute", Revolute::Create},
{"Pulleys", Pulleys::Create},
{"Polygon Shapes", PolyShapes::Create},
//{"Rope", Rope::Create},
{"Web", Web::Create},
{"RopeJoint", RopeJoint::Create},
{"One-Sided Platform", OneSidedPlatform::Create},
{"Pinball", Pinball::Create},
{"Bullet Test", BulletTest::Create},
{"Continuous Test", ContinuousTest::Create},
{"Time of Impact", TimeOfImpact::Create},
{"Ray-Cast", RayCast::Create},
{"Confined", Confined::Create},
{"Pyramid", Pyramid::Create},
{"Theo Jansen's Walker", TheoJansen::Create},
{"Edge Shapes", EdgeShapes::Create},
{"PolyCollision", PolyCollision::Create},
{"Bridge", Bridge::Create},
{"Breakable", Breakable::Create},
{"Chain", Chain::Create},
{"Collision Filtering", CollisionFiltering::Create},
{"Collision Processing", CollisionProcessing::Create},
{"Compound Shapes", CompoundShapes::Create},
{"Distance Test", DistanceTest::Create},
{"Dominos", Dominos::Create},
{"Dynamic Tree", DynamicTreeTest::Create},
{"Sensor Test", SensorTest::Create},
{"Slider Crank", SliderCrank::Create},
{"Varying Friction", VaryingFriction::Create},
{"Add Pair Stress Test", AddPair::Create},
{NULL, NULL}
};

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/*
* 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.
*/
// Inspired by a contribution by roman_m
// Dimensions scooped from APE (http://www.cove.org/ape/index.htm)
#ifndef THEO_JANSEN_H
#define THEO_JANSEN_H
class TheoJansen : public Test
{
public:
void CreateLeg(float32 s, const b2Vec2& wheelAnchor)
{
b2Vec2 p1(5.4f * s, -6.1f);
b2Vec2 p2(7.2f * s, -1.2f);
b2Vec2 p3(4.3f * s, -1.9f);
b2Vec2 p4(3.1f * s, 0.8f);
b2Vec2 p5(6.0f * s, 1.5f);
b2Vec2 p6(2.5f * s, 3.7f);
b2FixtureDef fd1, fd2;
fd1.filter.groupIndex = -1;
fd2.filter.groupIndex = -1;
fd1.density = 1.0f;
fd2.density = 1.0f;
b2PolygonShape poly1, poly2;
if (s > 0.0f)
{
b2Vec2 vertices[3];
vertices[0] = p1;
vertices[1] = p2;
vertices[2] = p3;
poly1.Set(vertices, 3);
vertices[0] = b2Vec2_zero;
vertices[1] = p5 - p4;
vertices[2] = p6 - p4;
poly2.Set(vertices, 3);
}
else
{
b2Vec2 vertices[3];
vertices[0] = p1;
vertices[1] = p3;
vertices[2] = p2;
poly1.Set(vertices, 3);
vertices[0] = b2Vec2_zero;
vertices[1] = p6 - p4;
vertices[2] = p5 - p4;
poly2.Set(vertices, 3);
}
fd1.shape = &poly1;
fd2.shape = &poly2;
b2BodyDef bd1, bd2;
bd1.type = b2_dynamicBody;
bd2.type = b2_dynamicBody;
bd1.position = m_offset;
bd2.position = p4 + m_offset;
bd1.angularDamping = 10.0f;
bd2.angularDamping = 10.0f;
b2Body* body1 = m_world->CreateBody(&bd1);
b2Body* body2 = m_world->CreateBody(&bd2);
body1->CreateFixture(&fd1);
body2->CreateFixture(&fd2);
b2DistanceJointDef djd;
// Using a soft distance constraint can reduce some jitter.
// It also makes the structure seem a bit more fluid by
// acting like a suspension system.
djd.dampingRatio = 0.5f;
djd.frequencyHz = 10.0f;
djd.Initialize(body1, body2, p2 + m_offset, p5 + m_offset);
m_world->CreateJoint(&djd);
djd.Initialize(body1, body2, p3 + m_offset, p4 + m_offset);
m_world->CreateJoint(&djd);
djd.Initialize(body1, m_wheel, p3 + m_offset, wheelAnchor + m_offset);
m_world->CreateJoint(&djd);
djd.Initialize(body2, m_wheel, p6 + m_offset, wheelAnchor + m_offset);
m_world->CreateJoint(&djd);
b2RevoluteJointDef rjd;
rjd.Initialize(body2, m_chassis, p4 + m_offset);
m_world->CreateJoint(&rjd);
}
TheoJansen()
{
m_offset.Set(0.0f, 8.0f);
m_motorSpeed = 2.0f;
m_motorOn = true;
b2Vec2 pivot(0.0f, 0.8f);
// Ground
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-50.0f, 0.0f), b2Vec2(50.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
shape.Set(b2Vec2(-50.0f, 0.0f), b2Vec2(-50.0f, 10.0f));
ground->CreateFixture(&shape, 0.0f);
shape.Set(b2Vec2(50.0f, 0.0f), b2Vec2(50.0f, 10.0f));
ground->CreateFixture(&shape, 0.0f);
}
// Balls
for (int32 i = 0; i < 40; ++i)
{
b2CircleShape shape;
shape.m_radius = 0.25f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-40.0f + 2.0f * i, 0.5f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 1.0f);
}
// Chassis
{
b2PolygonShape shape;
shape.SetAsBox(2.5f, 1.0f);
b2FixtureDef sd;
sd.density = 1.0f;
sd.shape = &shape;
sd.filter.groupIndex = -1;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = pivot + m_offset;
m_chassis = m_world->CreateBody(&bd);
m_chassis->CreateFixture(&sd);
}
{
b2CircleShape shape;
shape.m_radius = 1.6f;
b2FixtureDef sd;
sd.density = 1.0f;
sd.shape = &shape;
sd.filter.groupIndex = -1;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = pivot + m_offset;
m_wheel = m_world->CreateBody(&bd);
m_wheel->CreateFixture(&sd);
}
{
b2RevoluteJointDef jd;
jd.Initialize(m_wheel, m_chassis, pivot + m_offset);
jd.collideConnected = false;
jd.motorSpeed = m_motorSpeed;
jd.maxMotorTorque = 400.0f;
jd.enableMotor = m_motorOn;
m_motorJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
}
b2Vec2 wheelAnchor;
wheelAnchor = pivot + b2Vec2(0.0f, -0.8f);
CreateLeg(-1.0f, wheelAnchor);
CreateLeg(1.0f, wheelAnchor);
m_wheel->SetTransform(m_wheel->GetPosition(), 120.0f * b2_pi / 180.0f);
CreateLeg(-1.0f, wheelAnchor);
CreateLeg(1.0f, wheelAnchor);
m_wheel->SetTransform(m_wheel->GetPosition(), -120.0f * b2_pi / 180.0f);
CreateLeg(-1.0f, wheelAnchor);
CreateLeg(1.0f, wheelAnchor);
}
void Step(Settings* settings)
{
m_debugDraw.DrawString(5, m_textLine, "Keys: left = a, brake = s, right = d, toggle motor = m");
m_textLine += 15;
Test::Step(settings);
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'a':
m_motorJoint->SetMotorSpeed(-m_motorSpeed);
break;
case 's':
m_motorJoint->SetMotorSpeed(0.0f);
break;
case 'd':
m_motorJoint->SetMotorSpeed(m_motorSpeed);
break;
case 'm':
m_motorJoint->EnableMotor(!m_motorJoint->IsMotorEnabled());
break;
}
}
static Test* Create()
{
return new TheoJansen;
}
b2Vec2 m_offset;
b2Body* m_chassis;
b2Body* m_wheel;
b2RevoluteJoint* m_motorJoint;
bool m_motorOn;
float32 m_motorSpeed;
};
#endif // THEO_JANSEN_H

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/*
* 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 TILES_H
#define TILES_H
/// This stress tests the dynamic tree broad-phase. This also shows that tile
/// based collision is _not_ smooth due to Box2D not knowing about adjacency.
class Tiles : public Test
{
public:
enum
{
e_count = 20
};
Tiles()
{
m_fixtureCount = 0;
b2Timer timer;
{
float32 a = 0.5f;
b2BodyDef bd;
bd.position.y = -a;
b2Body* ground = m_world->CreateBody(&bd);
#if 1
int32 N = 200;
int32 M = 10;
b2Vec2 position;
position.y = 0.0f;
for (int32 j = 0; j < M; ++j)
{
position.x = -N * a;
for (int32 i = 0; i < N; ++i)
{
b2PolygonShape shape;
shape.SetAsBox(a, a, position, 0.0f);
ground->CreateFixture(&shape, 0.0f);
++m_fixtureCount;
position.x += 2.0f * a;
}
position.y -= 2.0f * a;
}
#else
int32 N = 200;
int32 M = 10;
b2Vec2 position;
position.x = -N * a;
for (int32 i = 0; i < N; ++i)
{
position.y = 0.0f;
for (int32 j = 0; j < M; ++j)
{
b2PolygonShape shape;
shape.SetAsBox(a, a, position, 0.0f);
ground->CreateFixture(&shape, 0.0f);
position.y -= 2.0f * a;
}
position.x += 2.0f * a;
}
#endif
}
{
float32 a = 0.5f;
b2PolygonShape shape;
shape.SetAsBox(a, a);
b2Vec2 x(-7.0f, 0.75f);
b2Vec2 y;
b2Vec2 deltaX(0.5625f, 1.25f);
b2Vec2 deltaY(1.125f, 0.0f);
for (int32 i = 0; i < e_count; ++i)
{
y = x;
for (int32 j = i; j < e_count; ++j)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = y;
//if (i == 0 && j == 0)
//{
// bd.allowSleep = false;
//}
//else
//{
// bd.allowSleep = true;
//}
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 5.0f);
++m_fixtureCount;
y += deltaY;
}
x += deltaX;
}
}
m_createTime = timer.GetMilliseconds();
}
void Step(Settings* settings)
{
const b2ContactManager& cm = m_world->GetContactManager();
int32 height = cm.m_broadPhase.GetTreeHeight();
int32 leafCount = cm.m_broadPhase.GetProxyCount();
int32 minimumNodeCount = 2 * leafCount - 1;
float32 minimumHeight = ceilf(logf(float32(minimumNodeCount)) / logf(2.0f));
m_debugDraw.DrawString(5, m_textLine, "dynamic tree height = %d, min = %d", height, int32(minimumHeight));
m_textLine += 15;
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "create time = %6.2f ms, fixture count = %d",
m_createTime, m_fixtureCount);
m_textLine += 15;
//b2DynamicTree* tree = &m_world->m_contactManager.m_broadPhase.m_tree;
//if (m_stepCount == 400)
//{
// tree->RebuildBottomUp();
//}
}
static Test* Create()
{
return new Tiles;
}
int32 m_fixtureCount;
float32 m_createTime;
};
#endif

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/*
* 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 TIME_OF_IMPACT_H
#define TIME_OF_IMPACT_H
class TimeOfImpact : public Test
{
public:
TimeOfImpact()
{
m_shapeA.SetAsBox(25.0f, 5.0f);
m_shapeB.SetAsBox(2.5f, 2.5f);
}
static Test* Create()
{
return new TimeOfImpact;
}
void Step(Settings* settings)
{
Test::Step(settings);
b2Sweep sweepA;
sweepA.c0.Set(24.0f, -60.0f);
sweepA.a0 = 2.95f;
sweepA.c = sweepA.c0;
sweepA.a = sweepA.a0;
sweepA.localCenter.SetZero();
b2Sweep sweepB;
sweepB.c0.Set(53.474274f, -50.252514f);
sweepB.a0 = 513.36676f; // - 162.0f * b2_pi;
sweepB.c.Set(54.595478f, -51.083473f);
sweepB.a = 513.62781f; // - 162.0f * b2_pi;
sweepB.localCenter.SetZero();
//sweepB.a0 -= 300.0f * b2_pi;
//sweepB.a -= 300.0f * b2_pi;
b2TOIInput input;
input.proxyA.Set(&m_shapeA, 0);
input.proxyB.Set(&m_shapeB, 0);
input.sweepA = sweepA;
input.sweepB = sweepB;
input.tMax = 1.0f;
b2TOIOutput output;
b2TimeOfImpact(&output, &input);
m_debugDraw.DrawString(5, m_textLine, "toi = %g", output.t);
m_textLine += 15;
extern int32 b2_toiMaxIters, b2_toiMaxRootIters;
m_debugDraw.DrawString(5, m_textLine, "max toi iters = %d, max root iters = %d", b2_toiMaxIters, b2_toiMaxRootIters);
m_textLine += 15;
b2Vec2 vertices[b2_maxPolygonVertices];
b2Transform transformA;
sweepA.GetTransform(&transformA, 0.0f);
for (int32 i = 0; i < m_shapeA.m_vertexCount; ++i)
{
vertices[i] = b2Mul(transformA, m_shapeA.m_vertices[i]);
}
m_debugDraw.DrawPolygon(vertices, m_shapeA.m_vertexCount, b2Color(0.9f, 0.9f, 0.9f));
b2Transform transformB;
sweepB.GetTransform(&transformB, 0.0f);
b2Vec2 localPoint(2.0f, -0.1f);
b2Vec2 rB = b2Mul(transformB, localPoint) - sweepB.c0;
float32 wB = sweepB.a - sweepB.a0;
b2Vec2 vB = sweepB.c - sweepB.c0;
b2Vec2 v = vB + b2Cross(wB, rB);
for (int32 i = 0; i < m_shapeB.m_vertexCount; ++i)
{
vertices[i] = b2Mul(transformB, m_shapeB.m_vertices[i]);
}
m_debugDraw.DrawPolygon(vertices, m_shapeB.m_vertexCount, b2Color(0.5f, 0.9f, 0.5f));
sweepB.GetTransform(&transformB, output.t);
for (int32 i = 0; i < m_shapeB.m_vertexCount; ++i)
{
vertices[i] = b2Mul(transformB, m_shapeB.m_vertices[i]);
}
m_debugDraw.DrawPolygon(vertices, m_shapeB.m_vertexCount, b2Color(0.5f, 0.7f, 0.9f));
sweepB.GetTransform(&transformB, 1.0f);
for (int32 i = 0; i < m_shapeB.m_vertexCount; ++i)
{
vertices[i] = b2Mul(transformB, m_shapeB.m_vertices[i]);
}
m_debugDraw.DrawPolygon(vertices, m_shapeB.m_vertexCount, b2Color(0.9f, 0.5f, 0.5f));
#if 0
for (float32 t = 0.0f; t < 1.0f; t += 0.1f)
{
sweepB.GetTransform(&transformB, t);
for (int32 i = 0; i < m_shapeB.m_vertexCount; ++i)
{
vertices[i] = b2Mul(transformB, m_shapeB.m_vertices[i]);
}
m_debugDraw.DrawPolygon(vertices, m_shapeB.m_vertexCount, b2Color(0.9f, 0.5f, 0.5f));
}
#endif
}
b2PolygonShape m_shapeA;
b2PolygonShape m_shapeB;
};
#endif

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/*
* Copyright (c) 2011 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 TUMBLER_H
#define TUMBLER_H
class Tumbler : public Test
{
public:
enum
{
e_count = 800
};
Tumbler()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.allowSleep = false;
bd.position.Set(0.0f, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 10.0f, b2Vec2( 10.0f, 0.0f), 0.0);
body->CreateFixture(&shape, 5.0f);
shape.SetAsBox(0.5f, 10.0f, b2Vec2(-10.0f, 0.0f), 0.0);
body->CreateFixture(&shape, 5.0f);
shape.SetAsBox(10.0f, 0.5f, b2Vec2(0.0f, 10.0f), 0.0);
body->CreateFixture(&shape, 5.0f);
shape.SetAsBox(10.0f, 0.5f, b2Vec2(0.0f, -10.0f), 0.0);
body->CreateFixture(&shape, 5.0f);
b2RevoluteJointDef jd;
jd.bodyA = ground;
jd.bodyB = body;
jd.localAnchorA.Set(0.0f, 10.0f);
jd.localAnchorB.Set(0.0f, 0.0f);
jd.referenceAngle = 0.0f;
jd.motorSpeed = 0.05f * b2_pi;
jd.maxMotorTorque = 1e8f;
jd.enableMotor = true;
m_joint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
}
m_count = 0;
}
void Step(Settings* settings)
{
Test::Step(settings);
if (m_count < e_count)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.125f, 0.125f);
body->CreateFixture(&shape, 1.0f);
++m_count;
}
}
static Test* Create()
{
return new Tumbler;
}
b2RevoluteJoint* m_joint;
int32 m_count;
};
#endif

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/*
* 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 VARYING_FRICTION_H
#define VARYING_FRICTION_H
class VaryingFriction : public Test
{
public:
VaryingFriction()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(13.0f, 0.25f);
b2BodyDef bd;
bd.position.Set(-4.0f, 22.0f);
bd.angle = -0.25f;
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.25f, 1.0f);
b2BodyDef bd;
bd.position.Set(10.5f, 19.0f);
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(13.0f, 0.25f);
b2BodyDef bd;
bd.position.Set(4.0f, 14.0f);
bd.angle = 0.25f;
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.25f, 1.0f);
b2BodyDef bd;
bd.position.Set(-10.5f, 11.0f);
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(13.0f, 0.25f);
b2BodyDef bd;
bd.position.Set(-4.0f, 6.0f);
bd.angle = -0.25f;
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 25.0f;
float friction[5] = {0.75f, 0.5f, 0.35f, 0.1f, 0.0f};
for (int i = 0; i < 5; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-15.0f + 4.0f * i, 28.0f);
b2Body* body = m_world->CreateBody(&bd);
fd.friction = friction[i];
body->CreateFixture(&fd);
}
}
}
static Test* Create()
{
return new VaryingFriction;
}
};
#endif

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/*
* 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 VARYING_RESTITUTION_H
#define VARYING_RESTITUTION_H
// Note: even with a restitution of 1.0, there is some energy change
// due to position correction.
class VaryingRestitution : public Test
{
public:
VaryingRestitution()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2CircleShape shape;
shape.m_radius = 1.0f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
float32 restitution[7] = {0.0f, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f};
for (int32 i = 0; i < 7; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f + 3.0f * i, 20.0f);
b2Body* body = m_world->CreateBody(&bd);
fd.restitution = restitution[i];
body->CreateFixture(&fd);
}
}
}
static Test* Create()
{
return new VaryingRestitution;
}
};
#endif

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/*
* 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 VERTICAL_STACK_H
#define VERTICAL_STACK_H
class VerticalStack : public Test
{
public:
enum
{
e_columnCount = 5,
e_rowCount = 16
//e_columnCount = 1,
//e_rowCount = 1
};
VerticalStack()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
shape.Set(b2Vec2(20.0f, 0.0f), b2Vec2(20.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
}
float32 xs[5] = {0.0f, -10.0f, -5.0f, 5.0f, 10.0f};
for (int32 j = 0; j < e_columnCount; ++j)
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.3f;
for (int i = 0; i < e_rowCount; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
int32 n = j * e_rowCount + i;
b2Assert(n < e_rowCount * e_columnCount);
m_indices[n] = n;
bd.userData = m_indices + n;
float32 x = 0.0f;
//float32 x = RandomFloat(-0.02f, 0.02f);
//float32 x = i % 2 == 0 ? -0.025f : 0.025f;
bd.position.Set(xs[j] + x, 0.752f + 1.54f * i);
b2Body* body = m_world->CreateBody(&bd);
m_bodies[n] = body;
body->CreateFixture(&fd);
}
}
m_bullet = NULL;
}
void Keyboard(unsigned char key)
{
switch (key)
{
case ',':
if (m_bullet != NULL)
{
m_world->DestroyBody(m_bullet);
m_bullet = NULL;
}
{
b2CircleShape shape;
shape.m_radius = 0.25f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.restitution = 0.05f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.bullet = true;
bd.position.Set(-31.0f, 5.0f);
m_bullet = m_world->CreateBody(&bd);
m_bullet->CreateFixture(&fd);
m_bullet->SetLinearVelocity(b2Vec2(400.0f, 0.0f));
}
break;
}
}
void Step(Settings* settings)
{
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "Press: (,) to launch a bullet.");
m_textLine += 15;
//if (m_stepCount == 300)
//{
// if (m_bullet != NULL)
// {
// m_world->DestroyBody(m_bullet);
// m_bullet = NULL;
// }
// {
// b2CircleShape shape;
// shape.m_radius = 0.25f;
// b2FixtureDef fd;
// fd.shape = &shape;
// fd.density = 20.0f;
// fd.restitution = 0.05f;
// b2BodyDef bd;
// bd.type = b2_dynamicBody;
// bd.bullet = true;
// bd.position.Set(-31.0f, 5.0f);
// m_bullet = m_world->CreateBody(&bd);
// m_bullet->CreateFixture(&fd);
// m_bullet->SetLinearVelocity(b2Vec2(400.0f, 0.0f));
// }
//}
}
static Test* Create()
{
return new VerticalStack;
}
b2Body* m_bullet;
b2Body* m_bodies[e_rowCount * e_columnCount];
int32 m_indices[e_rowCount * e_columnCount];
};
#endif

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/*
* 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 WEB_H
#define WEB_H
// This tests distance joints, body destruction, and joint destruction.
class Web : public Test
{
public:
Web()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-5.0f, 5.0f);
m_bodies[0] = m_world->CreateBody(&bd);
m_bodies[0]->CreateFixture(&shape, 5.0f);
bd.position.Set(5.0f, 5.0f);
m_bodies[1] = m_world->CreateBody(&bd);
m_bodies[1]->CreateFixture(&shape, 5.0f);
bd.position.Set(5.0f, 15.0f);
m_bodies[2] = m_world->CreateBody(&bd);
m_bodies[2]->CreateFixture(&shape, 5.0f);
bd.position.Set(-5.0f, 15.0f);
m_bodies[3] = m_world->CreateBody(&bd);
m_bodies[3]->CreateFixture(&shape, 5.0f);
b2DistanceJointDef jd;
b2Vec2 p1, p2, d;
jd.frequencyHz = 2.0f;
jd.dampingRatio = 0.0f;
jd.bodyA = ground;
jd.bodyB = m_bodies[0];
jd.localAnchorA.Set(-10.0f, 0.0f);
jd.localAnchorB.Set(-0.5f, -0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
m_joints[0] = m_world->CreateJoint(&jd);
jd.bodyA = ground;
jd.bodyB = m_bodies[1];
jd.localAnchorA.Set(10.0f, 0.0f);
jd.localAnchorB.Set(0.5f, -0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
m_joints[1] = m_world->CreateJoint(&jd);
jd.bodyA = ground;
jd.bodyB = m_bodies[2];
jd.localAnchorA.Set(10.0f, 20.0f);
jd.localAnchorB.Set(0.5f, 0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
m_joints[2] = m_world->CreateJoint(&jd);
jd.bodyA = ground;
jd.bodyB = m_bodies[3];
jd.localAnchorA.Set(-10.0f, 20.0f);
jd.localAnchorB.Set(-0.5f, 0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
m_joints[3] = m_world->CreateJoint(&jd);
jd.bodyA = m_bodies[0];
jd.bodyB = m_bodies[1];
jd.localAnchorA.Set(0.5f, 0.0f);
jd.localAnchorB.Set(-0.5f, 0.0f);;
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
m_joints[4] = m_world->CreateJoint(&jd);
jd.bodyA = m_bodies[1];
jd.bodyB = m_bodies[2];
jd.localAnchorA.Set(0.0f, 0.5f);
jd.localAnchorB.Set(0.0f, -0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
m_joints[5] = m_world->CreateJoint(&jd);
jd.bodyA = m_bodies[2];
jd.bodyB = m_bodies[3];
jd.localAnchorA.Set(-0.5f, 0.0f);
jd.localAnchorB.Set(0.5f, 0.0f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
m_joints[6] = m_world->CreateJoint(&jd);
jd.bodyA = m_bodies[3];
jd.bodyB = m_bodies[0];
jd.localAnchorA.Set(0.0f, -0.5f);
jd.localAnchorB.Set(0.0f, 0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
m_joints[7] = m_world->CreateJoint(&jd);
}
}
void Keyboard(unsigned char key)
{
switch (key)
{
case 'b':
for (int32 i = 0; i < 4; ++i)
{
if (m_bodies[i])
{
m_world->DestroyBody(m_bodies[i]);
m_bodies[i] = NULL;
break;
}
}
break;
case 'j':
for (int32 i = 0; i < 8; ++i)
{
if (m_joints[i])
{
m_world->DestroyJoint(m_joints[i]);
m_joints[i] = NULL;
break;
}
}
break;
}
}
void Step(Settings* settings)
{
Test::Step(settings);
m_debugDraw.DrawString(5, m_textLine, "This demonstrates a soft distance joint.");
m_textLine += 15;
m_debugDraw.DrawString(5, m_textLine, "Press: (b) to delete a body, (j) to delete a joint");
m_textLine += 15;
}
void JointDestroyed(b2Joint* joint)
{
for (int32 i = 0; i < 8; ++i)
{
if (m_joints[i] == joint)
{
m_joints[i] = NULL;
break;
}
}
}
static Test* Create()
{
return new Web;
}
b2Body* m_bodies[4];
b2Joint* m_joints[8];
};
#endif

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/*
==============================================================================
This file is part of the JUCE examples.
Copyright (c) 2020 - Raw Material Software Limited
The code included in this file is provided under the terms of the ISC license
http://www.isc.org/downloads/software-support-policy/isc-license. Permission
To use, copy, modify, and/or distribute this software for any purpose with or
without fee is hereby granted provided that the above copyright notice and
this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES,
WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR
PURPOSE, ARE DISCLAIMED.
==============================================================================
*/
#pragma once
using namespace dsp;
//==============================================================================
struct DSPDemoParameterBase : public ChangeBroadcaster
{
DSPDemoParameterBase (const String& labelName) : name (labelName) {}
virtual ~DSPDemoParameterBase() {}
virtual Component* getComponent() = 0;
virtual int getPreferredHeight() = 0;
virtual int getPreferredWidth() = 0;
String name;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (DSPDemoParameterBase)
};
//==============================================================================
struct SliderParameter : public DSPDemoParameterBase
{
SliderParameter (Range<double> range, double skew, double initialValue,
const String& labelName, const String& suffix = {})
: DSPDemoParameterBase (labelName)
{
slider.setRange (range.getStart(), range.getEnd(), 0.01);
slider.setSkewFactor (skew);
slider.setValue (initialValue);
if (suffix.isNotEmpty())
slider.setTextValueSuffix (suffix);
slider.onValueChange = [this] { sendChangeMessage(); };
}
Component* getComponent() override { return &slider; }
int getPreferredHeight() override { return 40; }
int getPreferredWidth() override { return 500; }
double getCurrentValue() const { return slider.getValue(); }
private:
Slider slider;
};
//==============================================================================
struct ChoiceParameter : public DSPDemoParameterBase
{
ChoiceParameter (const StringArray& options, int initialId, const String& labelName)
: DSPDemoParameterBase (labelName)
{
parameterBox.addItemList (options, 1);
parameterBox.onChange = [this] { sendChangeMessage(); };
parameterBox.setSelectedId (initialId);
}
Component* getComponent() override { return &parameterBox; }
int getPreferredHeight() override { return 25; }
int getPreferredWidth() override { return 250; }
int getCurrentSelectedID() const { return parameterBox.getSelectedId(); }
private:
ComboBox parameterBox;
};
//==============================================================================
class AudioThumbnailComponent : public Component,
public FileDragAndDropTarget,
public ChangeBroadcaster,
private ChangeListener,
private Timer
{
public:
AudioThumbnailComponent (AudioDeviceManager& adm, AudioFormatManager& afm)
: audioDeviceManager (adm),
thumbnailCache (5),
thumbnail (128, afm, thumbnailCache)
{
thumbnail.addChangeListener (this);
}
~AudioThumbnailComponent() override
{
thumbnail.removeChangeListener (this);
}
void paint (Graphics& g) override
{
g.fillAll (Colour (0xff495358));
g.setColour (Colours::white);
if (thumbnail.getTotalLength() > 0.0)
{
thumbnail.drawChannels (g, getLocalBounds().reduced (2),
0.0, thumbnail.getTotalLength(), 1.0f);
g.setColour (Colours::black);
g.fillRect (static_cast<float> (currentPosition * getWidth()), 0.0f,
1.0f, static_cast<float> (getHeight()));
}
else
{
g.drawFittedText ("No audio file loaded.\nDrop a file here or click the \"Load File...\" button.", getLocalBounds(),
Justification::centred, 2);
}
}
bool isInterestedInFileDrag (const StringArray&) override { return true; }
void filesDropped (const StringArray& files, int, int) override { loadURL (URL (File (files[0])), true); }
void setCurrentURL (const URL& u)
{
if (currentURL == u)
return;
loadURL (u);
}
URL getCurrentURL() { return currentURL; }
void setTransportSource (AudioTransportSource* newSource)
{
transportSource = newSource;
struct ResetCallback : public CallbackMessage
{
ResetCallback (AudioThumbnailComponent& o) : owner (o) {}
void messageCallback() override { owner.reset(); }
AudioThumbnailComponent& owner;
};
(new ResetCallback (*this))->post();
}
private:
AudioDeviceManager& audioDeviceManager;
AudioThumbnailCache thumbnailCache;
AudioThumbnail thumbnail;
AudioTransportSource* transportSource = nullptr;
URL currentURL;
double currentPosition = 0.0;
//==============================================================================
void changeListenerCallback (ChangeBroadcaster*) override { repaint(); }
void reset()
{
currentPosition = 0.0;
repaint();
if (transportSource == nullptr)
stopTimer();
else
startTimerHz (25);
}
void loadURL (const URL& u, bool notify = false)
{
if (currentURL == u)
return;
currentURL = u;
InputSource* inputSource = nullptr;
#if ! JUCE_IOS
if (u.isLocalFile())
{
inputSource = new FileInputSource (u.getLocalFile());
}
else
#endif
{
if (inputSource == nullptr)
inputSource = new URLInputSource (u);
}
thumbnail.setSource (inputSource);
if (notify)
sendChangeMessage();
}
void timerCallback() override
{
if (transportSource != nullptr)
{
currentPosition = transportSource->getCurrentPosition() / thumbnail.getTotalLength();
repaint();
}
}
void mouseDrag (const MouseEvent& e) override
{
if (transportSource != nullptr)
{
const ScopedLock sl (audioDeviceManager.getAudioCallbackLock());
transportSource->setPosition ((jmax (static_cast<double> (e.x), 0.0) / getWidth())
* thumbnail.getTotalLength());
}
}
};
//==============================================================================
class DemoParametersComponent : public Component
{
public:
DemoParametersComponent (const std::vector<DSPDemoParameterBase*>& demoParams)
{
parameters = demoParams;
for (auto demoParameter : parameters)
{
addAndMakeVisible (demoParameter->getComponent());
auto* paramLabel = new Label ({}, demoParameter->name);
paramLabel->attachToComponent (demoParameter->getComponent(), true);
paramLabel->setJustificationType (Justification::centredLeft);
addAndMakeVisible (paramLabel);
labels.add (paramLabel);
}
}
void resized() override
{
auto bounds = getLocalBounds();
bounds.removeFromLeft (100);
for (auto* p : parameters)
{
auto* comp = p->getComponent();
comp->setSize (jmin (bounds.getWidth(), p->getPreferredWidth()), p->getPreferredHeight());
auto compBounds = bounds.removeFromTop (p->getPreferredHeight());
comp->setCentrePosition (compBounds.getCentre());
}
}
int getHeightNeeded()
{
auto height = 0;
for (auto* p : parameters)
height += p->getPreferredHeight();
return height + 10;
}
private:
std::vector<DSPDemoParameterBase*> parameters;
OwnedArray<Label> labels;
};
//==============================================================================
template <class DemoType>
struct DSPDemo : public AudioSource,
public ProcessorWrapper<DemoType>,
private ChangeListener
{
DSPDemo (AudioSource& input)
: inputSource (&input)
{
for (auto* p : getParameters())
p->addChangeListener (this);
}
void prepareToPlay (int blockSize, double sampleRate) override
{
inputSource->prepareToPlay (blockSize, sampleRate);
this->prepare ({ sampleRate, (uint32) blockSize, 2 });
}
void releaseResources() override
{
inputSource->releaseResources();
}
void getNextAudioBlock (const AudioSourceChannelInfo& bufferToFill) override
{
jassert (bufferToFill.buffer != nullptr);
inputSource->getNextAudioBlock (bufferToFill);
AudioBlock<float> block (*bufferToFill.buffer,
(size_t) bufferToFill.startSample);
ScopedLock audioLock (audioCallbackLock);
this->process (ProcessContextReplacing<float> (block));
}
const std::vector<DSPDemoParameterBase*>& getParameters()
{
return this->processor.parameters;
}
void changeListenerCallback (ChangeBroadcaster*) override
{
ScopedLock audioLock (audioCallbackLock);
static_cast<DemoType&> (this->processor).updateParameters();
}
CriticalSection audioCallbackLock;
AudioSource* inputSource;
};
//==============================================================================
template <class DemoType>
class AudioFileReaderComponent : public Component,
private TimeSliceThread,
private Value::Listener,
private ChangeListener
{
public:
//==============================================================================
AudioFileReaderComponent()
: TimeSliceThread ("Audio File Reader Thread"),
header (audioDeviceManager, formatManager, *this)
{
loopState.addListener (this);
formatManager.registerBasicFormats();
audioDeviceManager.addAudioCallback (&audioSourcePlayer);
#ifndef JUCE_DEMO_RUNNER
audioDeviceManager.initialiseWithDefaultDevices (0, 2);
#endif
init();
startThread();
setOpaque (true);
addAndMakeVisible (header);
setSize (800, 250);
}
~AudioFileReaderComponent() override
{
signalThreadShouldExit();
stop();
audioDeviceManager.removeAudioCallback (&audioSourcePlayer);
waitForThreadToExit (10000);
}
void paint (Graphics& g) override
{
g.setColour (getLookAndFeel().findColour (ResizableWindow::backgroundColourId));
g.fillRect (getLocalBounds());
}
void resized() override
{
auto r = getLocalBounds();
header.setBounds (r.removeFromTop (120));
r.removeFromTop (20);
if (parametersComponent.get() != nullptr)
parametersComponent->setBounds (r.removeFromTop (parametersComponent->getHeightNeeded()).reduced (20, 0));
}
//==============================================================================
bool loadURL (const URL& fileToPlay)
{
stop();
audioSourcePlayer.setSource (nullptr);
getThumbnailComponent().setTransportSource (nullptr);
transportSource.reset();
readerSource.reset();
AudioFormatReader* newReader = nullptr;
#if ! JUCE_IOS
if (fileToPlay.isLocalFile())
{
newReader = formatManager.createReaderFor (fileToPlay.getLocalFile());
}
else
#endif
{
if (newReader == nullptr)
newReader = formatManager.createReaderFor (fileToPlay.createInputStream (false));
}
reader.reset (newReader);
if (reader.get() != nullptr)
{
readerSource.reset (new AudioFormatReaderSource (reader.get(), false));
readerSource->setLooping (loopState.getValue());
init();
return true;
}
return false;
}
void togglePlay()
{
if (playState.getValue())
stop();
else
play();
}
void stop()
{
playState = false;
if (transportSource.get() != nullptr)
{
transportSource->stop();
transportSource->setPosition (0);
}
}
void init()
{
if (transportSource.get() == nullptr)
{
transportSource.reset (new AudioTransportSource());
transportSource->addChangeListener (this);
if (readerSource.get() != nullptr)
{
if (auto* device = audioDeviceManager.getCurrentAudioDevice())
{
transportSource->setSource (readerSource.get(), roundToInt (device->getCurrentSampleRate()), this, reader->sampleRate);
getThumbnailComponent().setTransportSource (transportSource.get());
}
}
}
audioSourcePlayer.setSource (nullptr);
currentDemo.reset();
if (currentDemo.get() == nullptr)
currentDemo.reset (new DSPDemo<DemoType> (*transportSource));
audioSourcePlayer.setSource (currentDemo.get());
initParameters();
}
void play()
{
if (readerSource.get() == nullptr)
return;
if (transportSource->getCurrentPosition() >= transportSource->getLengthInSeconds()
|| transportSource->getCurrentPosition() < 0)
transportSource->setPosition (0);
transportSource->start();
playState = true;
}
void setLooping (bool shouldLoop)
{
if (readerSource.get() != nullptr)
readerSource->setLooping (shouldLoop);
}
AudioThumbnailComponent& getThumbnailComponent() { return header.thumbnailComp; }
void initParameters()
{
auto& parameters = currentDemo->getParameters();
parametersComponent.reset();
if (parameters.size() > 0)
{
parametersComponent.reset (new DemoParametersComponent (parameters));
addAndMakeVisible (parametersComponent.get());
}
resized();
}
private:
//==============================================================================
class AudioPlayerHeader : public Component,
private ChangeListener,
private Value::Listener
{
public:
AudioPlayerHeader (AudioDeviceManager& adm,
AudioFormatManager& afm,
AudioFileReaderComponent& afr)
: thumbnailComp (adm, afm),
audioFileReader (afr)
{
setOpaque (true);
addAndMakeVisible (loadButton);
addAndMakeVisible (playButton);
addAndMakeVisible (loopButton);
playButton.setColour (TextButton::buttonColourId, Colour (0xff79ed7f));
playButton.setColour (TextButton::textColourOffId, Colours::black);
loadButton.setColour (TextButton::buttonColourId, Colour (0xff797fed));
loadButton.setColour (TextButton::textColourOffId, Colours::black);
loadButton.onClick = [this] { openFile(); };
playButton.onClick = [this] { audioFileReader.togglePlay(); };
addAndMakeVisible (thumbnailComp);
thumbnailComp.addChangeListener (this);
audioFileReader.playState.addListener (this);
loopButton.getToggleStateValue().referTo (audioFileReader.loopState);
}
~AudioPlayerHeader() override
{
audioFileReader.playState.removeListener (this);
}
void paint (Graphics& g) override
{
g.setColour (getLookAndFeel().findColour (ResizableWindow::backgroundColourId).darker());
g.fillRect (getLocalBounds());
}
void resized() override
{
auto bounds = getLocalBounds();
auto buttonBounds = bounds.removeFromLeft (jmin (250, bounds.getWidth() / 4));
auto loopBounds = buttonBounds.removeFromBottom (30);
loadButton.setBounds (buttonBounds.removeFromTop (buttonBounds.getHeight() / 2));
playButton.setBounds (buttonBounds);
loopButton.setSize (0, 25);
loopButton.changeWidthToFitText();
loopButton.setCentrePosition (loopBounds.getCentre());
thumbnailComp.setBounds (bounds);
}
AudioThumbnailComponent thumbnailComp;
private:
//==============================================================================
void openFile()
{
audioFileReader.stop();
if (fileChooser != nullptr)
return;
if (! RuntimePermissions::isGranted (RuntimePermissions::readExternalStorage))
{
SafePointer<AudioPlayerHeader> safeThis (this);
RuntimePermissions::request (RuntimePermissions::readExternalStorage,
[safeThis] (bool granted) mutable
{
if (safeThis != nullptr && granted)
safeThis->openFile();
});
return;
}
fileChooser.reset (new FileChooser ("Select an audio file...", File(), "*.wav;*.mp3;*.aif"));
fileChooser->launchAsync (FileBrowserComponent::openMode | FileBrowserComponent::canSelectFiles,
[this] (const FileChooser& fc) mutable
{
if (fc.getURLResults().size() > 0)
{
auto u = fc.getURLResult();
if (! audioFileReader.loadURL (u))
NativeMessageBox::showAsync (MessageBoxOptions()
.withIconType (MessageBoxIconType::WarningIcon)
.withTitle ("Error loading file")
.withMessage ("Unable to load audio file"),
nullptr);
else
thumbnailComp.setCurrentURL (u);
}
fileChooser = nullptr;
}, nullptr);
}
void changeListenerCallback (ChangeBroadcaster*) override
{
if (audioFileReader.playState.getValue())
audioFileReader.stop();
audioFileReader.loadURL (thumbnailComp.getCurrentURL());
}
void valueChanged (Value& v) override
{
playButton.setButtonText (v.getValue() ? "Stop" : "Play");
playButton.setColour (TextButton::buttonColourId, v.getValue() ? Colour (0xffed797f) : Colour (0xff79ed7f));
}
//==============================================================================
TextButton loadButton { "Load File..." }, playButton { "Play" };
ToggleButton loopButton { "Loop File" };
AudioFileReaderComponent& audioFileReader;
std::unique_ptr<FileChooser> fileChooser;
};
//==============================================================================
void valueChanged (Value& v) override
{
if (readerSource.get() != nullptr)
readerSource->setLooping (v.getValue());
}
void changeListenerCallback (ChangeBroadcaster*) override
{
if (playState.getValue() && ! transportSource->isPlaying())
stop();
}
//==============================================================================
// if this PIP is running inside the demo runner, we'll use the shared device manager instead
#ifndef JUCE_DEMO_RUNNER
AudioDeviceManager audioDeviceManager;
#else
AudioDeviceManager& audioDeviceManager { getSharedAudioDeviceManager (0, 2) };
#endif
AudioFormatManager formatManager;
Value playState { var (false) };
Value loopState { var (false) };
double currentSampleRate = 44100.0;
uint32 currentBlockSize = 512;
uint32 currentNumChannels = 2;
std::unique_ptr<AudioFormatReader> reader;
std::unique_ptr<AudioFormatReaderSource> readerSource;
std::unique_ptr<AudioTransportSource> transportSource;
std::unique_ptr<DSPDemo<DemoType>> currentDemo;
AudioSourcePlayer audioSourcePlayer;
AudioPlayerHeader header;
AudioBuffer<float> fileReadBuffer;
std::unique_ptr<DemoParametersComponent> parametersComponent;
};

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/*
==============================================================================
This file is part of the JUCE examples.
Copyright (c) 2020 - Raw Material Software Limited
The code included in this file is provided under the terms of the ISC license
http://www.isc.org/downloads/software-support-policy/isc-license. Permission
To use, copy, modify, and/or distribute this software for any purpose with or
without fee is hereby granted provided that the above copyright notice and
this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES,
WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR
PURPOSE, ARE DISCLAIMED.
==============================================================================
*/
#pragma once
#include <JuceHeader.h>
#ifndef PIP_DEMO_UTILITIES_INCLUDED
#define PIP_DEMO_UTILITIES_INCLUDED 1
#endif
//==============================================================================
/*
This file contains a bunch of miscellaneous utilities that are
used by the various demos.
*/
//==============================================================================
inline Colour getRandomColour (float brightness) noexcept
{
return Colour::fromHSV (Random::getSystemRandom().nextFloat(), 0.5f, brightness, 1.0f);
}
inline Colour getRandomBrightColour() noexcept { return getRandomColour (0.8f); }
inline Colour getRandomDarkColour() noexcept { return getRandomColour (0.3f); }
inline Colour getUIColourIfAvailable (LookAndFeel_V4::ColourScheme::UIColour uiColour, Colour fallback = Colour (0xff4d4d4d)) noexcept
{
if (auto* v4 = dynamic_cast<LookAndFeel_V4*> (&LookAndFeel::getDefaultLookAndFeel()))
return v4->getCurrentColourScheme().getUIColour (uiColour);
return fallback;
}
inline File getExamplesDirectory() noexcept
{
#ifdef PIP_JUCE_EXAMPLES_DIRECTORY
MemoryOutputStream mo;
auto success = Base64::convertFromBase64 (mo, JUCE_STRINGIFY (PIP_JUCE_EXAMPLES_DIRECTORY));
ignoreUnused (success);
jassert (success);
return mo.toString();
#elif defined PIP_JUCE_EXAMPLES_DIRECTORY_STRING
return File { CharPointer_UTF8 { PIP_JUCE_EXAMPLES_DIRECTORY_STRING } };
#else
auto currentFile = File::getSpecialLocation (File::SpecialLocationType::currentApplicationFile);
auto exampleDir = currentFile.getParentDirectory().getChildFile ("examples");
if (exampleDir.exists())
return exampleDir;
// keep track of the number of parent directories so we don't go on endlessly
for (int numTries = 0; numTries < 15; ++numTries)
{
if (currentFile.getFileName() == "examples")
return currentFile;
const auto sibling = currentFile.getSiblingFile ("examples");
if (sibling.exists())
return sibling;
currentFile = currentFile.getParentDirectory();
}
return currentFile;
#endif
}
inline std::unique_ptr<InputStream> createAssetInputStream (const char* resourcePath)
{
#if JUCE_ANDROID
ZipFile apkZip (File::getSpecialLocation (File::invokedExecutableFile));
return std::unique_ptr<InputStream> (apkZip.createStreamForEntry (apkZip.getIndexOfFileName ("assets/" + String (resourcePath))));
#else
#if JUCE_IOS
auto assetsDir = File::getSpecialLocation (File::currentExecutableFile)
.getParentDirectory().getChildFile ("Assets");
#elif JUCE_MAC
auto assetsDir = File::getSpecialLocation (File::currentExecutableFile)
.getParentDirectory().getParentDirectory().getChildFile ("Resources").getChildFile ("Assets");
if (! assetsDir.exists())
assetsDir = getExamplesDirectory().getChildFile ("Assets");
#else
auto assetsDir = getExamplesDirectory().getChildFile ("Assets");
#endif
auto resourceFile = assetsDir.getChildFile (resourcePath);
jassert (resourceFile.existsAsFile());
return resourceFile.createInputStream();
#endif
}
inline Image getImageFromAssets (const char* assetName)
{
auto hashCode = (String (assetName) + "@juce_demo_assets").hashCode64();
auto img = ImageCache::getFromHashCode (hashCode);
if (img.isNull())
{
std::unique_ptr<InputStream> juceIconStream (createAssetInputStream (assetName));
if (juceIconStream == nullptr)
return {};
img = ImageFileFormat::loadFrom (*juceIconStream);
ImageCache::addImageToCache (img, hashCode);
}
return img;
}
inline String loadEntireAssetIntoString (const char* assetName)
{
std::unique_ptr<InputStream> input (createAssetInputStream (assetName));
if (input == nullptr)
return {};
return input->readString();
}
//==============================================================================
inline Path getJUCELogoPath()
{
return Drawable::parseSVGPath (
"M72.87 84.28A42.36 42.36 0 0130.4 42.14a42.48 42.48 0 0184.95 0 42.36 42.36 0 01-42.48 42.14zm0-78.67A36.74 36.74 0 0036 42.14a36.88 36.88 0 0073.75 0A36.75 36.75 0 0072.87 5.61z"
"M77.62 49.59a177.77 177.77 0 008.74 18.93A4.38 4.38 0 0092.69 70a34.5 34.5 0 008.84-9 4.3 4.3 0 00-2.38-6.49A176.73 176.73 0 0180 47.32a1.78 1.78 0 00-2.38 2.27zM81.05 44.27a169.68 169.68 0 0020.13 7.41 4.39 4.39 0 005.52-3.41 34.42 34.42 0 00.55-6.13 33.81 33.81 0 00-.67-6.72 4.37 4.37 0 00-6.31-3A192.32 192.32 0 0181.1 41a1.76 1.76 0 00-.05 3.27zM74.47 50.44a1.78 1.78 0 00-3.29 0 165.54 165.54 0 00-7.46 19.89 4.33 4.33 0 003.47 5.48 35.49 35.49 0 005.68.46 34.44 34.44 0 007.13-.79 4.32 4.32 0 003-6.25 187.83 187.83 0 01-8.53-18.79zM71.59 34.12a1.78 1.78 0 003.29.05 163.9 163.9 0 007.52-20.11A4.34 4.34 0 0079 8.59a35.15 35.15 0 00-13.06.17 4.32 4.32 0 00-3 6.26 188.41 188.41 0 018.65 19.1zM46.32 30.3a176.2 176.2 0 0120 7.48 1.78 1.78 0 002.37-2.28 180.72 180.72 0 00-9.13-19.84 4.38 4.38 0 00-6.33-1.47 34.27 34.27 0 00-9.32 9.65 4.31 4.31 0 002.41 6.46zM68.17 49.18a1.77 1.77 0 00-2.29-2.34 181.71 181.71 0 00-19.51 8.82A4.3 4.3 0 0044.91 62a34.36 34.36 0 009.42 8.88 4.36 4.36 0 006.5-2.38 175.11 175.11 0 017.34-19.32zM77.79 35.59a1.78 1.78 0 002.3 2.35 182.51 182.51 0 0019.6-8.88 4.3 4.3 0 001.5-6.25 34.4 34.4 0 00-9.41-9.14A4.36 4.36 0 0085.24 16a174.51 174.51 0 01-7.45 19.59zM64.69 40.6a167.72 167.72 0 00-20.22-7.44A4.36 4.36 0 0039 36.6a33.68 33.68 0 00-.45 5.54 34 34 0 00.81 7.4 4.36 4.36 0 006.28 2.84 189.19 189.19 0 0119-8.52 1.76 1.76 0 00.05-3.26zM20 129.315c0 5-2.72 8.16-7.11 8.16-2.37 0-4.17-1-6.2-3.56l-.69-.78-6 5 .57.76c3.25 4.36 7.16 6.39 12.31 6.39 9 0 15.34-6.57 15.34-16v-28.1H20zM61.69 126.505c0 6.66-3.76 11-9.57 11-5.81 0-9.56-4.31-9.56-11v-25.32h-8.23v25.69c0 10.66 7.4 18.4 17.6 18.4 10 0 17.61-7.72 18-18.4v-25.69h-8.24zM106.83 134.095c-3.58 2.43-6.18 3.38-9.25 3.38a14.53 14.53 0 010-29c3.24 0 5.66.88 9.25 3.38l.76.53 4.78-6-.75-.62a22.18 22.18 0 00-14.22-5.1 22.33 22.33 0 100 44.65 21.53 21.53 0 0014.39-5.08l.81-.64-5-6zM145.75 137.285h-19.06v-10.72h18.3v-7.61h-18.3v-10.16h19.06v-7.61h-27.28v43.53h27.28z"
"M68.015 83.917c-7.723-.902-15.472-4.123-21.566-8.966-8.475-6.736-14.172-16.823-15.574-27.575C29.303 35.31 33.538 22.7 42.21 13.631 49.154 6.368 58.07 1.902 68.042.695c2.15-.26 7.524-.26 9.675 0 12.488 1.512 23.464 8.25 30.437 18.686 8.332 12.471 9.318 28.123 2.605 41.368-2.28 4.5-4.337 7.359-7.85 10.909A42.273 42.273 0 0177.613 83.92c-2.027.227-7.644.225-9.598-.003zm7.823-5.596c8.435-.415 17.446-4.678 23.683-11.205 5.976-6.254 9.35-13.723 10.181-22.537.632-6.705-1.346-14.948-5.065-21.108C98.88 13.935 89.397 7.602 78.34 5.906c-2.541-.39-8.398-.386-10.96.006C53.54 8.034 42.185 17.542 37.81 30.67c-2.807 8.426-2.421 17.267 1.11 25.444 4.877 11.297 14.959 19.41 26.977 21.709 2.136.408 6.1.755 7.377.645.325-.028 1.48-.094 2.564-.147z"
);
}
//==============================================================================
#if JUCE_MODULE_AVAILABLE_juce_gui_extra
inline CodeEditorComponent::ColourScheme getDarkCodeEditorColourScheme()
{
struct Type
{
const char* name;
juce::uint32 colour;
};
const Type types[] =
{
{ "Error", 0xffe60000 },
{ "Comment", 0xff72d20c },
{ "Keyword", 0xffee6f6f },
{ "Operator", 0xffc4eb19 },
{ "Identifier", 0xffcfcfcf },
{ "Integer", 0xff42c8c4 },
{ "Float", 0xff885500 },
{ "String", 0xffbc45dd },
{ "Bracket", 0xff058202 },
{ "Punctuation", 0xffcfbeff },
{ "Preprocessor Text", 0xfff8f631 }
};
CodeEditorComponent::ColourScheme cs;
for (auto& t : types)
cs.set (t.name, Colour (t.colour));
return cs;
}
inline CodeEditorComponent::ColourScheme getLightCodeEditorColourScheme()
{
struct Type
{
const char* name;
juce::uint32 colour;
};
const Type types[] =
{
{ "Error", 0xffcc0000 },
{ "Comment", 0xff00aa00 },
{ "Keyword", 0xff0000cc },
{ "Operator", 0xff225500 },
{ "Identifier", 0xff000000 },
{ "Integer", 0xff880000 },
{ "Float", 0xff885500 },
{ "String", 0xff990099 },
{ "Bracket", 0xff000055 },
{ "Punctuation", 0xff004400 },
{ "Preprocessor Text", 0xff660000 }
};
CodeEditorComponent::ColourScheme cs;
for (auto& t : types)
cs.set (t.name, Colour (t.colour));
return cs;
}
#endif
//==============================================================================
// This is basically a sawtooth wave generator - maps a value that bounces between
// 0.0 and 1.0 at a random speed
struct BouncingNumber
{
BouncingNumber()
: speed (0.0004 + 0.0007 * Random::getSystemRandom().nextDouble()),
phase (Random::getSystemRandom().nextDouble())
{
}
float getValue() const
{
double v = fmod (phase + speed * Time::getMillisecondCounterHiRes(), 2.0);
return (float) (v >= 1.0 ? (2.0 - v) : v);
}
protected:
double speed, phase;
};
struct SlowerBouncingNumber : public BouncingNumber
{
SlowerBouncingNumber()
{
speed *= 0.3;
}
};

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This signing key is used to sign the android version of the in-app purchase sample app so that authenticated requests to the play store API can be tested.
This key has only been used to sign the in-app purchase sample app and therefore cannot be used for any other apps. Its impossible to use to sign any existing apps on the app store.
! Do not use this key for your own production apps !

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