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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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