/* * 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