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/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* 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:
VerticalStack()
{
{
b2PolygonDef sd;
sd.SetAsBox(50.0f, 10.0f, b2Vec2(0.0f, -10.0f), 0.0f);
b2BodyDef bd;
bd.position.Set(0.0f, 0.0f);
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateShape(&sd);
sd.SetAsBox(0.1f, 10.0f, b2Vec2(20.0f, 10.0f), 0.0f);
ground->CreateShape(&sd);
}
float32 xs[5] = {0.0f, -10.0f, -5.0f, 5.0f, 10.0f};
for (int32 j = 0; j < 5; ++j)
{
b2PolygonDef sd;
sd.SetAsBox(0.5f, 0.5f);
sd.density = 1.0f;
sd.friction = 0.3f;
for (int i = 0; i < 12; ++i)
{
b2BodyDef bd;
// For this test we are using continuous physics for all boxes.
// This is a stress test, you normally wouldn't do this for
// performance reasons.
//bd.isBullet = true;
bd.allowSleep = true;
//float32 x = b2Random(-0.1f, 0.1f);
//float32 x = i % 2 == 0 ? -0.025f : 0.025f;
bd.position.Set(xs[j], 0.752f + 1.54f * i);
//bd.position.Set(xs[j], 2.51f + 4.02f * i);
b2Body* body = m_world->CreateBody(&bd);
body->CreateShape(&sd);
body->SetMassFromShapes();
}
}
m_bullet = NULL;
}
void Keyboard(unsigned char key)
{
switch (key)
{
case ',':
if (m_bullet != NULL)
{
m_world->DestroyBody(m_bullet);
m_bullet = NULL;
}
{
b2CircleDef sd;
sd.density = 20.0f;
sd.radius = 0.25f;
sd.restitution = 0.05f;
b2BodyDef bd;
bd.isBullet = true;
bd.allowSleep = false;
bd.position.Set(-31.0f, 5.0f);
m_bullet = m_world->CreateBody(&bd);
m_bullet->CreateShape(&sd);
m_bullet->SetMassFromShapes();
m_bullet->SetLinearVelocity(b2Vec2(400.0f, 0.0f));
}
break;
}
}
void Step(Settings* settings)
{
Test::Step(settings);
DrawString(5, m_textLine, "Press: (,) to launch a bullet.");
m_textLine += 15;
}
static Test* Create()
{
return new VerticalStack;
}
b2Body* m_bullet;
};
#endif
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