/* * 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