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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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