Add initial prototype.

This commit is contained in:
Rod Kay
2022-07-31 17:34:54 +10:00
commit 54a53b2ac0
1421 changed files with 358874 additions and 0 deletions

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set (TESTBED_SOURCE_FILES
draw.cpp
draw.h
imgui_impl_glfw.cpp
imgui_impl_glfw.h
imgui_impl_opengl3.cpp
imgui_impl_opengl3.h
main.cpp
settings.h
settings.cpp
test.cpp
test.h
tests/add_pair.cpp
tests/apply_force.cpp
tests/body_types.cpp
tests/box_stack.cpp
tests/breakable.cpp
tests/bridge.cpp
tests/bullet_test.cpp
tests/cantilever.cpp
tests/car.cpp
tests/chain.cpp
tests/chain_problem.cpp
tests/character_collision.cpp
tests/circle_stack.cpp
tests/collision_filtering.cpp
tests/collision_processing.cpp
tests/compound_shapes.cpp
tests/confined.cpp
tests/continuous_test.cpp
tests/convex_hull.cpp
tests/conveyor_belt.cpp
tests/distance_joint.cpp
tests/distance_test.cpp
tests/dominos.cpp
tests/dump_loader.cpp
tests/dynamic_tree.cpp
tests/edge_shapes.cpp
tests/edge_test.cpp
tests/friction.cpp
tests/gear_joint.cpp
tests/heavy1.cpp
tests/heavy2.cpp
tests/mobile_balanced.cpp
tests/mobile_unbalanced.cpp
tests/motor_joint.cpp
tests/pinball.cpp
tests/platformer.cpp
tests/polygon_collision.cpp
tests/polygon_shapes.cpp
tests/prismatic_joint.cpp
tests/pulley_joint.cpp
tests/pyramid.cpp
tests/ray_cast.cpp
tests/restitution.cpp
tests/revolute_joint.cpp
tests/rope.cpp
tests/sensor.cpp
tests/shape_cast.cpp
tests/shape_editing.cpp
tests/skier.cpp
tests/slider_crank_1.cpp
tests/slider_crank_2.cpp
tests/theo_jansen.cpp
tests/tiles.cpp
tests/time_of_impact.cpp
tests/tumbler.cpp
tests/web.cpp
tests/wheel_joint.cpp
tests/wrecking_ball.cpp
)
add_executable(testbed ${TESTBED_SOURCE_FILES})
target_include_directories(testbed PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_link_libraries(testbed PUBLIC box2d glfw imgui sajson glad)
set_target_properties(testbed PROPERTIES
CXX_STANDARD 11
CXX_STANDARD_REQUIRED YES
CXX_EXTENSIONS NO
)
# message(STATUS "runtime = ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}")
# message(STATUS "binary = ${CMAKE_CURRENT_BINARY_DIR}")
# Copy font files, etc
add_custom_command(
TARGET testbed POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/data/
${CMAKE_CURRENT_BINARY_DIR}/data/)
source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} FILES ${TESTBED_SOURCE_FILES})

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
<key>CFBundleGetInfoString</key>
<string>${MACOSX_BUNDLE_INFO_STRING}</string>
<key>CFBundleIconFile</key>
<string>${MACOSX_BUNDLE_ICON_FILE}</string>
<key>CFBundleIdentifier</key>
<string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleLongVersionString</key>
<string>${MACOSX_BUNDLE_LONG_VERSION_STRING}</string>
<key>CFBundleName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSRequiresCarbon</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>${MACOSX_BUNDLE_COPYRIGHT}</string>
<key>NSSupportsAutomaticGraphicsSwitching</key>
<true/>
<key>NSHighResolutionCapable</key>
<true/>
</dict>
</plist>

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "draw.h"
#include <stdio.h>
#include <stdarg.h>
#include <stdlib.h>
#include "imgui/imgui.h"
#define BUFFER_OFFSET(x) ((const void*) (x))
DebugDraw g_debugDraw;
Camera g_camera;
//
b2Vec2 Camera::ConvertScreenToWorld(const b2Vec2& ps)
{
float w = float(m_width);
float h = float(m_height);
float u = ps.x / w;
float v = (h - ps.y) / h;
float ratio = w / h;
b2Vec2 extents(ratio * 25.0f, 25.0f);
extents *= m_zoom;
b2Vec2 lower = m_center - extents;
b2Vec2 upper = m_center + extents;
b2Vec2 pw;
pw.x = (1.0f - u) * lower.x + u * upper.x;
pw.y = (1.0f - v) * lower.y + v * upper.y;
return pw;
}
//
b2Vec2 Camera::ConvertWorldToScreen(const b2Vec2& pw)
{
float w = float(m_width);
float h = float(m_height);
float ratio = w / h;
b2Vec2 extents(ratio * 25.0f, 25.0f);
extents *= m_zoom;
b2Vec2 lower = m_center - extents;
b2Vec2 upper = m_center + extents;
float u = (pw.x - lower.x) / (upper.x - lower.x);
float v = (pw.y - lower.y) / (upper.y - lower.y);
b2Vec2 ps;
ps.x = u * w;
ps.y = (1.0f - v) * h;
return ps;
}
// Convert from world coordinates to normalized device coordinates.
// http://www.songho.ca/opengl/gl_projectionmatrix.html
void Camera::BuildProjectionMatrix(float* m, float zBias)
{
float w = float(m_width);
float h = float(m_height);
float ratio = w / h;
b2Vec2 extents(ratio * 25.0f, 25.0f);
extents *= m_zoom;
b2Vec2 lower = m_center - extents;
b2Vec2 upper = m_center + extents;
m[0] = 2.0f / (upper.x - lower.x);
m[1] = 0.0f;
m[2] = 0.0f;
m[3] = 0.0f;
m[4] = 0.0f;
m[5] = 2.0f / (upper.y - lower.y);
m[6] = 0.0f;
m[7] = 0.0f;
m[8] = 0.0f;
m[9] = 0.0f;
m[10] = 1.0f;
m[11] = 0.0f;
m[12] = -(upper.x + lower.x) / (upper.x - lower.x);
m[13] = -(upper.y + lower.y) / (upper.y - lower.y);
m[14] = zBias;
m[15] = 1.0f;
}
//
static void sCheckGLError()
{
GLenum errCode = glGetError();
if (errCode != GL_NO_ERROR)
{
fprintf(stderr, "OpenGL error = %d\n", errCode);
assert(false);
}
}
// Prints shader compilation errors
static void sPrintLog(GLuint object)
{
GLint log_length = 0;
if (glIsShader(object))
glGetShaderiv(object, GL_INFO_LOG_LENGTH, &log_length);
else if (glIsProgram(object))
glGetProgramiv(object, GL_INFO_LOG_LENGTH, &log_length);
else
{
fprintf(stderr, "printlog: Not a shader or a program\n");
return;
}
char* log = (char*)malloc(log_length);
if (glIsShader(object))
glGetShaderInfoLog(object, log_length, NULL, log);
else if (glIsProgram(object))
glGetProgramInfoLog(object, log_length, NULL, log);
fprintf(stderr, "%s", log);
free(log);
}
//
static GLuint sCreateShaderFromString(const char* source, GLenum type)
{
GLuint res = glCreateShader(type);
const char* sources[] = { source };
glShaderSource(res, 1, sources, NULL);
glCompileShader(res);
GLint compile_ok = GL_FALSE;
glGetShaderiv(res, GL_COMPILE_STATUS, &compile_ok);
if (compile_ok == GL_FALSE)
{
fprintf(stderr, "Error compiling shader of type %d!\n", type);
sPrintLog(res);
glDeleteShader(res);
return 0;
}
return res;
}
//
static GLuint sCreateShaderProgram(const char* vs, const char* fs)
{
GLuint vsId = sCreateShaderFromString(vs, GL_VERTEX_SHADER);
GLuint fsId = sCreateShaderFromString(fs, GL_FRAGMENT_SHADER);
assert(vsId != 0 && fsId != 0);
GLuint programId = glCreateProgram();
glAttachShader(programId, vsId);
glAttachShader(programId, fsId);
glBindFragDataLocation(programId, 0, "color");
glLinkProgram(programId);
glDeleteShader(vsId);
glDeleteShader(fsId);
GLint status = GL_FALSE;
glGetProgramiv(programId, GL_LINK_STATUS, &status);
assert(status != GL_FALSE);
return programId;
}
//
struct GLRenderPoints
{
void Create()
{
const char* vs = \
"#version 330\n"
"uniform mat4 projectionMatrix;\n"
"layout(location = 0) in vec2 v_position;\n"
"layout(location = 1) in vec4 v_color;\n"
"layout(location = 2) in float v_size;\n"
"out vec4 f_color;\n"
"void main(void)\n"
"{\n"
" f_color = v_color;\n"
" gl_Position = projectionMatrix * vec4(v_position, 0.0f, 1.0f);\n"
" gl_PointSize = v_size;\n"
"}\n";
const char* fs = \
"#version 330\n"
"in vec4 f_color;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" color = f_color;\n"
"}\n";
m_programId = sCreateShaderProgram(vs, fs);
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = 0;
m_colorAttribute = 1;
m_sizeAttribute = 2;
// Generate
glGenVertexArrays(1, &m_vaoId);
glGenBuffers(3, m_vboIds);
glBindVertexArray(m_vaoId);
glEnableVertexAttribArray(m_vertexAttribute);
glEnableVertexAttribArray(m_colorAttribute);
glEnableVertexAttribArray(m_sizeAttribute);
// Vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glVertexAttribPointer(m_vertexAttribute, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
glVertexAttribPointer(m_sizeAttribute, 1, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_sizes), m_sizes, GL_DYNAMIC_DRAW);
sCheckGLError();
// Cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_count = 0;
}
void Destroy()
{
if (m_vaoId)
{
glDeleteVertexArrays(1, &m_vaoId);
glDeleteBuffers(3, m_vboIds);
m_vaoId = 0;
}
if (m_programId)
{
glDeleteProgram(m_programId);
m_programId = 0;
}
}
void Vertex(const b2Vec2& v, const b2Color& c, float size)
{
if (m_count == e_maxVertices)
Flush();
m_vertices[m_count] = v;
m_colors[m_count] = c;
m_sizes[m_count] = size;
++m_count;
}
void Flush()
{
if (m_count == 0)
return;
glUseProgram(m_programId);
float proj[16] = { 0.0f };
g_camera.BuildProjectionMatrix(proj, 0.0f);
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, proj);
glBindVertexArray(m_vaoId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Vec2), m_vertices);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Color), m_colors);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(float), m_sizes);
glEnable(GL_PROGRAM_POINT_SIZE);
glDrawArrays(GL_POINTS, 0, m_count);
glDisable(GL_PROGRAM_POINT_SIZE);
sCheckGLError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
m_count = 0;
}
enum { e_maxVertices = 512 };
b2Vec2 m_vertices[e_maxVertices];
b2Color m_colors[e_maxVertices];
float m_sizes[e_maxVertices];
int32 m_count;
GLuint m_vaoId;
GLuint m_vboIds[3];
GLuint m_programId;
GLint m_projectionUniform;
GLint m_vertexAttribute;
GLint m_colorAttribute;
GLint m_sizeAttribute;
};
//
struct GLRenderLines
{
void Create()
{
const char* vs = \
"#version 330\n"
"uniform mat4 projectionMatrix;\n"
"layout(location = 0) in vec2 v_position;\n"
"layout(location = 1) in vec4 v_color;\n"
"out vec4 f_color;\n"
"void main(void)\n"
"{\n"
" f_color = v_color;\n"
" gl_Position = projectionMatrix * vec4(v_position, 0.0f, 1.0f);\n"
"}\n";
const char* fs = \
"#version 330\n"
"in vec4 f_color;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" color = f_color;\n"
"}\n";
m_programId = sCreateShaderProgram(vs, fs);
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = 0;
m_colorAttribute = 1;
// Generate
glGenVertexArrays(1, &m_vaoId);
glGenBuffers(2, m_vboIds);
glBindVertexArray(m_vaoId);
glEnableVertexAttribArray(m_vertexAttribute);
glEnableVertexAttribArray(m_colorAttribute);
// Vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glVertexAttribPointer(m_vertexAttribute, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, GL_DYNAMIC_DRAW);
sCheckGLError();
// Cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_count = 0;
}
void Destroy()
{
if (m_vaoId)
{
glDeleteVertexArrays(1, &m_vaoId);
glDeleteBuffers(2, m_vboIds);
m_vaoId = 0;
}
if (m_programId)
{
glDeleteProgram(m_programId);
m_programId = 0;
}
}
void Vertex(const b2Vec2& v, const b2Color& c)
{
if (m_count == e_maxVertices)
Flush();
m_vertices[m_count] = v;
m_colors[m_count] = c;
++m_count;
}
void Flush()
{
if (m_count == 0)
return;
glUseProgram(m_programId);
float proj[16] = { 0.0f };
g_camera.BuildProjectionMatrix(proj, 0.1f);
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, proj);
glBindVertexArray(m_vaoId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Vec2), m_vertices);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Color), m_colors);
glDrawArrays(GL_LINES, 0, m_count);
sCheckGLError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
m_count = 0;
}
enum { e_maxVertices = 2 * 512 };
b2Vec2 m_vertices[e_maxVertices];
b2Color m_colors[e_maxVertices];
int32 m_count;
GLuint m_vaoId;
GLuint m_vboIds[2];
GLuint m_programId;
GLint m_projectionUniform;
GLint m_vertexAttribute;
GLint m_colorAttribute;
};
//
struct GLRenderTriangles
{
void Create()
{
const char* vs = \
"#version 330\n"
"uniform mat4 projectionMatrix;\n"
"layout(location = 0) in vec2 v_position;\n"
"layout(location = 1) in vec4 v_color;\n"
"out vec4 f_color;\n"
"void main(void)\n"
"{\n"
" f_color = v_color;\n"
" gl_Position = projectionMatrix * vec4(v_position, 0.0f, 1.0f);\n"
"}\n";
const char* fs = \
"#version 330\n"
"in vec4 f_color;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" color = f_color;\n"
"}\n";
m_programId = sCreateShaderProgram(vs, fs);
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = 0;
m_colorAttribute = 1;
// Generate
glGenVertexArrays(1, &m_vaoId);
glGenBuffers(2, m_vboIds);
glBindVertexArray(m_vaoId);
glEnableVertexAttribArray(m_vertexAttribute);
glEnableVertexAttribArray(m_colorAttribute);
// Vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glVertexAttribPointer(m_vertexAttribute, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, GL_DYNAMIC_DRAW);
sCheckGLError();
// Cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_count = 0;
}
void Destroy()
{
if (m_vaoId)
{
glDeleteVertexArrays(1, &m_vaoId);
glDeleteBuffers(2, m_vboIds);
m_vaoId = 0;
}
if (m_programId)
{
glDeleteProgram(m_programId);
m_programId = 0;
}
}
void Vertex(const b2Vec2& v, const b2Color& c)
{
if (m_count == e_maxVertices)
Flush();
m_vertices[m_count] = v;
m_colors[m_count] = c;
++m_count;
}
void Flush()
{
if (m_count == 0)
return;
glUseProgram(m_programId);
float proj[16] = { 0.0f };
g_camera.BuildProjectionMatrix(proj, 0.2f);
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, proj);
glBindVertexArray(m_vaoId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Vec2), m_vertices);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b2Color), m_colors);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays(GL_TRIANGLES, 0, m_count);
glDisable(GL_BLEND);
sCheckGLError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
m_count = 0;
}
enum { e_maxVertices = 3 * 512 };
b2Vec2 m_vertices[e_maxVertices];
b2Color m_colors[e_maxVertices];
int32 m_count;
GLuint m_vaoId;
GLuint m_vboIds[2];
GLuint m_programId;
GLint m_projectionUniform;
GLint m_vertexAttribute;
GLint m_colorAttribute;
};
//
DebugDraw::DebugDraw()
{
m_showUI = true;
m_points = NULL;
m_lines = NULL;
m_triangles = NULL;
}
//
DebugDraw::~DebugDraw()
{
b2Assert(m_points == NULL);
b2Assert(m_lines == NULL);
b2Assert(m_triangles == NULL);
}
//
void DebugDraw::Create()
{
m_points = new GLRenderPoints;
m_points->Create();
m_lines = new GLRenderLines;
m_lines->Create();
m_triangles = new GLRenderTriangles;
m_triangles->Create();
}
//
void DebugDraw::Destroy()
{
m_points->Destroy();
delete m_points;
m_points = NULL;
m_lines->Destroy();
delete m_lines;
m_lines = NULL;
m_triangles->Destroy();
delete m_triangles;
m_triangles = NULL;
}
//
void DebugDraw::DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
{
b2Vec2 p1 = vertices[vertexCount - 1];
for (int32 i = 0; i < vertexCount; ++i)
{
b2Vec2 p2 = vertices[i];
m_lines->Vertex(p1, color);
m_lines->Vertex(p2, color);
p1 = p2;
}
}
//
void DebugDraw::DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
{
b2Color fillColor(0.5f * color.r, 0.5f * color.g, 0.5f * color.b, 0.5f);
for (int32 i = 1; i < vertexCount - 1; ++i)
{
m_triangles->Vertex(vertices[0], fillColor);
m_triangles->Vertex(vertices[i], fillColor);
m_triangles->Vertex(vertices[i + 1], fillColor);
}
b2Vec2 p1 = vertices[vertexCount - 1];
for (int32 i = 0; i < vertexCount; ++i)
{
b2Vec2 p2 = vertices[i];
m_lines->Vertex(p1, color);
m_lines->Vertex(p2, color);
p1 = p2;
}
}
//
void DebugDraw::DrawCircle(const b2Vec2& center, float radius, const b2Color& color)
{
const float k_segments = 16.0f;
const float k_increment = 2.0f * b2_pi / k_segments;
float sinInc = sinf(k_increment);
float cosInc = cosf(k_increment);
b2Vec2 r1(1.0f, 0.0f);
b2Vec2 v1 = center + radius * r1;
for (int32 i = 0; i < k_segments; ++i)
{
// Perform rotation to avoid additional trigonometry.
b2Vec2 r2;
r2.x = cosInc * r1.x - sinInc * r1.y;
r2.y = sinInc * r1.x + cosInc * r1.y;
b2Vec2 v2 = center + radius * r2;
m_lines->Vertex(v1, color);
m_lines->Vertex(v2, color);
r1 = r2;
v1 = v2;
}
}
//
void DebugDraw::DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color)
{
const float k_segments = 16.0f;
const float k_increment = 2.0f * b2_pi / k_segments;
float sinInc = sinf(k_increment);
float cosInc = cosf(k_increment);
b2Vec2 v0 = center;
b2Vec2 r1(cosInc, sinInc);
b2Vec2 v1 = center + radius * r1;
b2Color fillColor(0.5f * color.r, 0.5f * color.g, 0.5f * color.b, 0.5f);
for (int32 i = 0; i < k_segments; ++i)
{
// Perform rotation to avoid additional trigonometry.
b2Vec2 r2;
r2.x = cosInc * r1.x - sinInc * r1.y;
r2.y = sinInc * r1.x + cosInc * r1.y;
b2Vec2 v2 = center + radius * r2;
m_triangles->Vertex(v0, fillColor);
m_triangles->Vertex(v1, fillColor);
m_triangles->Vertex(v2, fillColor);
r1 = r2;
v1 = v2;
}
r1.Set(1.0f, 0.0f);
v1 = center + radius * r1;
for (int32 i = 0; i < k_segments; ++i)
{
b2Vec2 r2;
r2.x = cosInc * r1.x - sinInc * r1.y;
r2.y = sinInc * r1.x + cosInc * r1.y;
b2Vec2 v2 = center + radius * r2;
m_lines->Vertex(v1, color);
m_lines->Vertex(v2, color);
r1 = r2;
v1 = v2;
}
// Draw a line fixed in the circle to animate rotation.
b2Vec2 p = center + radius * axis;
m_lines->Vertex(center, color);
m_lines->Vertex(p, color);
}
//
void DebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
{
m_lines->Vertex(p1, color);
m_lines->Vertex(p2, color);
}
//
void DebugDraw::DrawTransform(const b2Transform& xf)
{
const float k_axisScale = 0.4f;
b2Color red(1.0f, 0.0f, 0.0f);
b2Color green(0.0f, 1.0f, 0.0f);
b2Vec2 p1 = xf.p, p2;
m_lines->Vertex(p1, red);
p2 = p1 + k_axisScale * xf.q.GetXAxis();
m_lines->Vertex(p2, red);
m_lines->Vertex(p1, green);
p2 = p1 + k_axisScale * xf.q.GetYAxis();
m_lines->Vertex(p2, green);
}
//
void DebugDraw::DrawPoint(const b2Vec2& p, float size, const b2Color& color)
{
m_points->Vertex(p, color, size);
}
//
void DebugDraw::DrawString(int x, int y, const char* string, ...)
{
if (m_showUI == false)
{
return;
}
va_list arg;
va_start(arg, string);
ImGui::Begin("Overlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
ImGui::SetCursorPos(ImVec2(float(x), float(y)));
ImGui::TextColoredV(ImColor(230, 153, 153, 255), string, arg);
ImGui::End();
va_end(arg);
}
//
void DebugDraw::DrawString(const b2Vec2& pw, const char* string, ...)
{
b2Vec2 ps = g_camera.ConvertWorldToScreen(pw);
va_list arg;
va_start(arg, string);
ImGui::Begin("Overlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
ImGui::SetCursorPos(ImVec2(ps.x, ps.y));
ImGui::TextColoredV(ImColor(230, 153, 153, 255), string, arg);
ImGui::End();
va_end(arg);
}
//
void DebugDraw::DrawAABB(b2AABB* aabb, const b2Color& c)
{
b2Vec2 p1 = aabb->lowerBound;
b2Vec2 p2 = b2Vec2(aabb->upperBound.x, aabb->lowerBound.y);
b2Vec2 p3 = aabb->upperBound;
b2Vec2 p4 = b2Vec2(aabb->lowerBound.x, aabb->upperBound.y);
m_lines->Vertex(p1, c);
m_lines->Vertex(p2, c);
m_lines->Vertex(p2, c);
m_lines->Vertex(p3, c);
m_lines->Vertex(p3, c);
m_lines->Vertex(p4, c);
m_lines->Vertex(p4, c);
m_lines->Vertex(p1, c);
}
//
void DebugDraw::Flush()
{
m_triangles->Flush();
m_lines->Flush();
m_points->Flush();
}

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#ifndef DRAW_H
#define DRAW_H
#define GLFW_INCLUDE_NONE
#include "glad/gl.h"
#include "GLFW/glfw3.h"
#include "box2d/box2d.h"
struct b2AABB;
struct GLRenderPoints;
struct GLRenderLines;
struct GLRenderTriangles;
struct GLFWwindow;
//
struct Camera
{
Camera()
{
m_center.Set(0.0f, 20.0f);
m_zoom = 1.0f;
m_width = 1280;
m_height = 800;
}
b2Vec2 ConvertScreenToWorld(const b2Vec2& screenPoint);
b2Vec2 ConvertWorldToScreen(const b2Vec2& worldPoint);
void BuildProjectionMatrix(float* m, float zBias);
b2Vec2 m_center;
float m_zoom;
int32 m_width;
int32 m_height;
};
// This class implements debug drawing callbacks that are invoked
// inside b2World::Step.
class DebugDraw : public b2Draw
{
public:
DebugDraw();
~DebugDraw();
void Create();
void Destroy();
void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) override;
void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) override;
void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) override;
void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) override;
void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) override;
void DrawTransform(const b2Transform& xf) override;
void DrawPoint(const b2Vec2& p, float size, const b2Color& color) override;
void DrawString(int x, int y, const char* string, ...);
void DrawString(const b2Vec2& p, const char* string, ...);
void DrawAABB(b2AABB* aabb, const b2Color& color);
void Flush();
bool m_showUI;
GLRenderPoints* m_points;
GLRenderLines* m_lines;
GLRenderTriangles* m_triangles;
};
extern DebugDraw g_debugDraw;
extern Camera g_camera;
extern GLFWwindow* g_mainWindow;
#endif

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// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui/imgui.h"
#include "imgui_impl_glfw.h"
// GLFW
#define GLFW_INCLUDE_NONE
#include "glad/gl.h"
#include "GLFW/glfw3.h"
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#include "GLFW/glfw3native.h" // for glfwGetWin32Window
#endif
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
// Data
enum GlfwClientApi
{
GlfwClientApi_Unknown,
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan
};
static GLFWwindow* g_Window = NULL;
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
static double g_Time = 0.0;
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
static GLFWkeyfun g_PrevUserCallbackKey = NULL;
static GLFWcharfun g_PrevUserCallbackChar = NULL;
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
{
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
if (g_PrevUserCallbackMousebutton != NULL)
g_PrevUserCallbackMousebutton(window, button, action, mods);
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
g_MouseJustPressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
if (g_PrevUserCallbackScroll != NULL)
g_PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO();
io.MouseWheelH += (float)xoffset;
io.MouseWheel += (float)yoffset;
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (g_PrevUserCallbackKey != NULL)
g_PrevUserCallbackKey(window, key, scancode, action, mods);
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
// Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
if (g_PrevUserCallbackChar != NULL)
g_PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
g_Window = window;
g_Time = 0.0;
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendPlatformName = "imgui_impl_glfw";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = g_Window;
#if defined(_WIN32)
io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
#endif
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = NULL;
g_PrevUserCallbackScroll = NULL;
g_PrevUserCallbackKey = NULL;
g_PrevUserCallbackChar = NULL;
if (install_callbacks)
{
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
}
g_ClientApi = client_api;
return true;
}
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
}
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
}
void ImGui_ImplGlfw_Shutdown()
{
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
{
glfwDestroyCursor(g_MouseCursors[cursor_n]);
g_MouseCursors[cursor_n] = NULL;
}
g_ClientApi = GlfwClientApi_Unknown;
}
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
{
// Update buttons
ImGuiIO& io = ImGui::GetIO();
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
g_MouseJustPressed[i] = false;
}
// Update mouse position
const ImVec2 mouse_pos_backup = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#ifdef __EMSCRIPTEN__
const bool focused = true; // Emscripten
#else
const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
#endif
if (focused)
{
if (io.WantSetMousePos)
{
glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
}
else
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
}
}
}
static void ImGui_ImplGlfw_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseCursor();
// Gamepad navigation mapping [BETA]
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
{
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
}

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// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// About GLSL version:
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
#pragma once
struct GLFWwindow;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// InitXXX function with 'install_callbacks=true': install GLFW callbacks. They will call user's previously installed callbacks, if any.
// InitXXX function with 'install_callbacks=false': do not install GLFW callbacks. You will need to call them yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);

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// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
//----------------------------------------
// OpenGL GLSL GLSL
// version version string
//----------------------------------------
// 2.0 110 "#version 110"
// 2.1 120
// 3.0 130
// 3.1 140
// 3.2 150 "#version 150"
// 3.3 330
// 4.0 400
// 4.1 410 "#version 410 core"
// 4.2 420
// 4.3 430
// ES 2.0 100 "#version 100"
// ES 3.0 300 "#version 300 es"
//----------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
// MOD_ERIN
#include "imgui/imgui.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
// iOS, Android and Emscripten can use GL ES 3
// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
#define USE_GL_ES3
#endif
#ifdef USE_GL_ES3
// OpenGL ES 3
#include <GLES3/gl3.h> // Use GL ES 3
#else
// Regular OpenGL
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h>
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h>
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
// MOD_ERIN
#include "glad/gl.h"
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
#endif
// OpenGL Data
static char g_GlslVersionString[32] = "";
static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#ifdef USE_GL_ES3
if (glsl_version == NULL)
glsl_version = "#version 300 es";
#else
if (glsl_version == NULL)
glsl_version = "#version 130";
#endif
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
return true;
}
void ImGui_ImplOpenGL3_Shutdown()
{
ImGui_ImplOpenGL3_DestroyDeviceObjects();
}
void ImGui_ImplOpenGL3_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
// OpenGL3 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
#ifdef GL_SAMPLER_BINDING
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
#endif
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
bool clip_origin_lower_left = true;
#ifdef GL_CLIP_ORIGIN
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
if (last_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
#endif
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef GL_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef GL_SAMPLER_BINDING
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
// Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
GLuint vao_handle = 0;
glGenVertexArrays(1, &vao_handle);
glBindVertexArray(vao_handle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
// Draw
ImVec2 pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback (registered via ImDrawList::AddCallback)
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
if (clip_origin_lower_left)
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
else
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
}
}
idx_buffer_offset += pcmd->ElemCount;
}
}
glDeleteVertexArrays(1, &vao_handle);
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef GL_SAMPLER_BINDING
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
#ifdef GL_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
if (g_FontTexture)
{
ImGuiIO& io = ImGui::GetIO();
glDeleteTextures(1, &g_FontTexture);
io.Fonts->TexID = 0;
g_FontTexture = 0;
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
static bool CheckShader(GLuint handle, const char* desc)
{
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
if (log_length > 0)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char* desc)
{
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
if (log_length > 0)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
// Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
// Parse GLSL version string
int glsl_version = 130;
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
"attribute vec2 Position;\n"
"attribute vec2 UV;\n"
"attribute vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_130 =
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision mediump float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_410_core =
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader_glsl_120 =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
"uniform sampler2D Texture;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_130 =
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_300_es =
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_410_core =
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"uniform sampler2D Texture;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
// Select shaders matching our GLSL versions
const GLchar* vertex_shader = NULL;
const GLchar* fragment_shader = NULL;
if (glsl_version < 130)
{
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;
}
else if (glsl_version == 300)
{
vertex_shader = vertex_shader_glsl_300_es;
fragment_shader = fragment_shader_glsl_300_es;
}
else
{
vertex_shader = vertex_shader_glsl_130;
fragment_shader = fragment_shader_glsl_130;
}
// Create shaders
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glCompileShader(g_VertHandle);
CheckShader(g_VertHandle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_FragHandle);
CheckShader(g_FragHandle, "fragment shader");
g_ShaderHandle = glCreateProgram();
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
CheckProgram(g_ShaderHandle, "shader program");
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindVertexArray(last_vertex_array);
return true;
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VboHandle = g_ElementsHandle = 0;
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
if (g_VertHandle) glDeleteShader(g_VertHandle);
g_VertHandle = 0;
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
if (g_FragHandle) glDeleteShader(g_FragHandle);
g_FragHandle = 0;
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
ImGui_ImplOpenGL3_DestroyFontsTexture();
}

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// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// About OpenGL function loaders:
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
// About GLSL version:
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
// MOD_ERIN
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
// Set default OpenGL loader to be gl3w
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
#endif
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#define _CRT_SECURE_NO_WARNINGS
#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS 1
#include "imgui/imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include "draw.h"
#include "settings.h"
#include "test.h"
#include <algorithm>
#include <stdio.h>
#include <thread>
#include <chrono>
#if defined(_WIN32)
#include <crtdbg.h>
#endif
GLFWwindow* g_mainWindow = nullptr;
static int32 s_testSelection = 0;
static Test* s_test = nullptr;
static Settings s_settings;
static bool s_rightMouseDown = false;
static b2Vec2 s_clickPointWS = b2Vec2_zero;
void glfwErrorCallback(int error, const char* description)
{
fprintf(stderr, "GLFW error occured. Code: %d. Description: %s\n", error, description);
}
static inline bool CompareTests(const TestEntry& a, const TestEntry& b)
{
int result = strcmp(a.category, b.category);
if (result == 0)
{
result = strcmp(a.name, b.name);
}
return result < 0;
}
static void SortTests()
{
std::sort(g_testEntries, g_testEntries + g_testCount, CompareTests);
}
static void CreateUI(GLFWwindow* window, const char* glslVersion = NULL)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
bool success;
success = ImGui_ImplGlfw_InitForOpenGL(window, false);
if (success == false)
{
printf("ImGui_ImplGlfw_InitForOpenGL failed\n");
assert(false);
}
success = ImGui_ImplOpenGL3_Init(glslVersion);
if (success == false)
{
printf("ImGui_ImplOpenGL3_Init failed\n");
assert(false);
}
// Search for font file
const char* fontPath1 = "data/droid_sans.ttf";
const char* fontPath2 = "../data/droid_sans.ttf";
const char* fontPath = nullptr;
FILE* file1 = fopen(fontPath1, "rb");
FILE* file2 = fopen(fontPath2, "rb");
if (file1)
{
fontPath = fontPath1;
fclose(file1);
}
if (file2)
{
fontPath = fontPath2;
fclose(file2);
}
if (fontPath)
{
ImGui::GetIO().Fonts->AddFontFromFileTTF(fontPath, 13.0f);
}
}
static void ResizeWindowCallback(GLFWwindow*, int width, int height)
{
g_camera.m_width = width;
g_camera.m_height = height;
s_settings.m_windowWidth = width;
s_settings.m_windowHeight = height;
}
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
ImGui_ImplGlfw_KeyCallback(window, key, scancode, action, mods);
if (ImGui::GetIO().WantCaptureKeyboard)
{
return;
}
if (action == GLFW_PRESS)
{
switch (key)
{
case GLFW_KEY_ESCAPE:
// Quit
glfwSetWindowShouldClose(g_mainWindow, GL_TRUE);
break;
case GLFW_KEY_LEFT:
// Pan left
if (mods == GLFW_MOD_CONTROL)
{
b2Vec2 newOrigin(2.0f, 0.0f);
s_test->ShiftOrigin(newOrigin);
}
else
{
g_camera.m_center.x -= 0.5f;
}
break;
case GLFW_KEY_RIGHT:
// Pan right
if (mods == GLFW_MOD_CONTROL)
{
b2Vec2 newOrigin(-2.0f, 0.0f);
s_test->ShiftOrigin(newOrigin);
}
else
{
g_camera.m_center.x += 0.5f;
}
break;
case GLFW_KEY_DOWN:
// Pan down
if (mods == GLFW_MOD_CONTROL)
{
b2Vec2 newOrigin(0.0f, 2.0f);
s_test->ShiftOrigin(newOrigin);
}
else
{
g_camera.m_center.y -= 0.5f;
}
break;
case GLFW_KEY_UP:
// Pan up
if (mods == GLFW_MOD_CONTROL)
{
b2Vec2 newOrigin(0.0f, -2.0f);
s_test->ShiftOrigin(newOrigin);
}
else
{
g_camera.m_center.y += 0.5f;
}
break;
case GLFW_KEY_HOME:
// Reset view
g_camera.m_zoom = 1.0f;
g_camera.m_center.Set(0.0f, 20.0f);
break;
case GLFW_KEY_Z:
// Zoom out
g_camera.m_zoom = b2Min(1.1f * g_camera.m_zoom, 20.0f);
break;
case GLFW_KEY_X:
// Zoom in
g_camera.m_zoom = b2Max(0.9f * g_camera.m_zoom, 0.02f);
break;
case GLFW_KEY_R:
// Reset test
delete s_test;
s_test = g_testEntries[s_settings.m_testIndex].createFcn();
break;
case GLFW_KEY_SPACE:
// Launch a bomb.
if (s_test)
{
s_test->LaunchBomb();
}
break;
case GLFW_KEY_O:
s_settings.m_singleStep = true;
break;
case GLFW_KEY_P:
s_settings.m_pause = !s_settings.m_pause;
break;
case GLFW_KEY_LEFT_BRACKET:
// Switch to previous test
--s_testSelection;
if (s_testSelection < 0)
{
s_testSelection = g_testCount - 1;
}
break;
case GLFW_KEY_RIGHT_BRACKET:
// Switch to next test
++s_testSelection;
if (s_testSelection == g_testCount)
{
s_testSelection = 0;
}
break;
case GLFW_KEY_TAB:
g_debugDraw.m_showUI = !g_debugDraw.m_showUI;
default:
if (s_test)
{
s_test->Keyboard(key);
}
}
}
else if (action == GLFW_RELEASE)
{
s_test->KeyboardUp(key);
}
// else GLFW_REPEAT
}
static void CharCallback(GLFWwindow* window, unsigned int c)
{
ImGui_ImplGlfw_CharCallback(window, c);
}
static void MouseButtonCallback(GLFWwindow* window, int32 button, int32 action, int32 mods)
{
ImGui_ImplGlfw_MouseButtonCallback(window, button, action, mods);
double xd, yd;
glfwGetCursorPos(g_mainWindow, &xd, &yd);
b2Vec2 ps((float)xd, (float)yd);
// Use the mouse to move things around.
if (button == GLFW_MOUSE_BUTTON_1)
{
//<##>
//ps.Set(0, 0);
b2Vec2 pw = g_camera.ConvertScreenToWorld(ps);
if (action == GLFW_PRESS)
{
if (mods == GLFW_MOD_SHIFT)
{
s_test->ShiftMouseDown(pw);
}
else
{
s_test->MouseDown(pw);
}
}
if (action == GLFW_RELEASE)
{
s_test->MouseUp(pw);
}
}
else if (button == GLFW_MOUSE_BUTTON_2)
{
if (action == GLFW_PRESS)
{
s_clickPointWS = g_camera.ConvertScreenToWorld(ps);
s_rightMouseDown = true;
}
if (action == GLFW_RELEASE)
{
s_rightMouseDown = false;
}
}
}
static void MouseMotionCallback(GLFWwindow*, double xd, double yd)
{
b2Vec2 ps((float)xd, (float)yd);
b2Vec2 pw = g_camera.ConvertScreenToWorld(ps);
s_test->MouseMove(pw);
if (s_rightMouseDown)
{
b2Vec2 diff = pw - s_clickPointWS;
g_camera.m_center.x -= diff.x;
g_camera.m_center.y -= diff.y;
s_clickPointWS = g_camera.ConvertScreenToWorld(ps);
}
}
static void ScrollCallback(GLFWwindow* window, double dx, double dy)
{
ImGui_ImplGlfw_ScrollCallback(window, dx, dy);
if (ImGui::GetIO().WantCaptureMouse)
{
return;
}
if (dy > 0)
{
g_camera.m_zoom /= 1.1f;
}
else
{
g_camera.m_zoom *= 1.1f;
}
}
static void RestartTest()
{
delete s_test;
s_test = g_testEntries[s_settings.m_testIndex].createFcn();
}
static void UpdateUI()
{
int menuWidth = 180;
if (g_debugDraw.m_showUI)
{
ImGui::SetNextWindowPos(ImVec2((float)g_camera.m_width - menuWidth - 10, 10));
ImGui::SetNextWindowSize(ImVec2((float)menuWidth, (float)g_camera.m_height - 20));
ImGui::Begin("Tools", &g_debugDraw.m_showUI, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
if (ImGui::BeginTabBar("ControlTabs", ImGuiTabBarFlags_None))
{
if (ImGui::BeginTabItem("Controls"))
{
ImGui::SliderInt("Vel Iters", &s_settings.m_velocityIterations, 0, 50);
ImGui::SliderInt("Pos Iters", &s_settings.m_positionIterations, 0, 50);
ImGui::SliderFloat("Hertz", &s_settings.m_hertz, 5.0f, 120.0f, "%.0f hz");
ImGui::Separator();
ImGui::Checkbox("Sleep", &s_settings.m_enableSleep);
ImGui::Checkbox("Warm Starting", &s_settings.m_enableWarmStarting);
ImGui::Checkbox("Time of Impact", &s_settings.m_enableContinuous);
ImGui::Checkbox("Sub-Stepping", &s_settings.m_enableSubStepping);
ImGui::Separator();
ImGui::Checkbox("Shapes", &s_settings.m_drawShapes);
ImGui::Checkbox("Joints", &s_settings.m_drawJoints);
ImGui::Checkbox("AABBs", &s_settings.m_drawAABBs);
ImGui::Checkbox("Contact Points", &s_settings.m_drawContactPoints);
ImGui::Checkbox("Contact Normals", &s_settings.m_drawContactNormals);
ImGui::Checkbox("Contact Impulses", &s_settings.m_drawContactImpulse);
ImGui::Checkbox("Friction Impulses", &s_settings.m_drawFrictionImpulse);
ImGui::Checkbox("Center of Masses", &s_settings.m_drawCOMs);
ImGui::Checkbox("Statistics", &s_settings.m_drawStats);
ImGui::Checkbox("Profile", &s_settings.m_drawProfile);
ImVec2 button_sz = ImVec2(-1, 0);
if (ImGui::Button("Pause (P)", button_sz))
{
s_settings.m_pause = !s_settings.m_pause;
}
if (ImGui::Button("Single Step (O)", button_sz))
{
s_settings.m_singleStep = !s_settings.m_singleStep;
}
if (ImGui::Button("Restart (R)", button_sz))
{
RestartTest();
}
if (ImGui::Button("Quit", button_sz))
{
glfwSetWindowShouldClose(g_mainWindow, GL_TRUE);
}
ImGui::EndTabItem();
}
ImGuiTreeNodeFlags leafNodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
leafNodeFlags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen;
ImGuiTreeNodeFlags nodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
if (ImGui::BeginTabItem("Tests"))
{
int categoryIndex = 0;
const char* category = g_testEntries[categoryIndex].category;
int i = 0;
while (i < g_testCount)
{
bool categorySelected = strcmp(category, g_testEntries[s_settings.m_testIndex].category) == 0;
ImGuiTreeNodeFlags nodeSelectionFlags = categorySelected ? ImGuiTreeNodeFlags_Selected : 0;
bool nodeOpen = ImGui::TreeNodeEx(category, nodeFlags | nodeSelectionFlags);
if (nodeOpen)
{
while (i < g_testCount && strcmp(category, g_testEntries[i].category) == 0)
{
ImGuiTreeNodeFlags selectionFlags = 0;
if (s_settings.m_testIndex == i)
{
selectionFlags = ImGuiTreeNodeFlags_Selected;
}
ImGui::TreeNodeEx((void*)(intptr_t)i, leafNodeFlags | selectionFlags, "%s", g_testEntries[i].name);
if (ImGui::IsItemClicked())
{
delete s_test;
s_settings.m_testIndex = i;
s_test = g_testEntries[i].createFcn();
s_testSelection = i;
}
++i;
}
ImGui::TreePop();
}
else
{
while (i < g_testCount && strcmp(category, g_testEntries[i].category) == 0)
{
++i;
}
}
if (i < g_testCount)
{
category = g_testEntries[i].category;
categoryIndex = i;
}
}
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::End();
s_test->UpdateUI();
}
}
//
int main(int, char**)
{
#if defined(_WIN32)
// Enable memory-leak reports
_CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF | _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG));
#endif
char buffer[128];
s_settings.Load();
SortTests();
glfwSetErrorCallback(glfwErrorCallback);
g_camera.m_width = s_settings.m_windowWidth;
g_camera.m_height = s_settings.m_windowHeight;
if (glfwInit() == 0)
{
fprintf(stderr, "Failed to initialize GLFW\n");
return -1;
}
#if __APPLE__
const char* glslVersion = "#version 150";
#else
const char* glslVersion = NULL;
#endif
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
sprintf(buffer, "Box2D Testbed Version %d.%d.%d", b2_version.major, b2_version.minor, b2_version.revision);
bool fullscreen = false;
if (fullscreen)
{
g_mainWindow = glfwCreateWindow(1920, 1080, buffer, glfwGetPrimaryMonitor(), NULL);
}
else
{
g_mainWindow = glfwCreateWindow(g_camera.m_width, g_camera.m_height, buffer, NULL, NULL);
}
if (g_mainWindow == NULL)
{
fprintf(stderr, "Failed to open GLFW g_mainWindow.\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(g_mainWindow);
// Load OpenGL functions using glad
int version = gladLoadGL(glfwGetProcAddress);
printf("GL %d.%d\n", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version));
printf("OpenGL %s, GLSL %s\n", glGetString(GL_VERSION), glGetString(GL_SHADING_LANGUAGE_VERSION));
glfwSetScrollCallback(g_mainWindow, ScrollCallback);
glfwSetWindowSizeCallback(g_mainWindow, ResizeWindowCallback);
glfwSetKeyCallback(g_mainWindow, KeyCallback);
glfwSetCharCallback(g_mainWindow, CharCallback);
glfwSetMouseButtonCallback(g_mainWindow, MouseButtonCallback);
glfwSetCursorPosCallback(g_mainWindow, MouseMotionCallback);
glfwSetScrollCallback(g_mainWindow, ScrollCallback);
g_debugDraw.Create();
CreateUI(g_mainWindow, glslVersion);
s_settings.m_testIndex = b2Clamp(s_settings.m_testIndex, 0, g_testCount - 1);
s_testSelection = s_settings.m_testIndex;
s_test = g_testEntries[s_settings.m_testIndex].createFcn();
// Control the frame rate. One draw per monitor refresh.
//glfwSwapInterval(1);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
std::chrono::duration<double> frameTime(0.0);
std::chrono::duration<double> sleepAdjust(0.0);
while (!glfwWindowShouldClose(g_mainWindow))
{
std::chrono::steady_clock::time_point t1 = std::chrono::steady_clock::now();
glfwGetWindowSize(g_mainWindow, &g_camera.m_width, &g_camera.m_height);
int bufferWidth, bufferHeight;
glfwGetFramebufferSize(g_mainWindow, &bufferWidth, &bufferHeight);
glViewport(0, 0, bufferWidth, bufferHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
if (g_debugDraw.m_showUI)
{
ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowSize(ImVec2(float(g_camera.m_width), float(g_camera.m_height)));
ImGui::SetNextWindowBgAlpha(0.0f);
ImGui::Begin("Overlay", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoScrollbar);
ImGui::End();
const TestEntry& entry = g_testEntries[s_settings.m_testIndex];
sprintf(buffer, "%s : %s", entry.category, entry.name);
s_test->DrawTitle(buffer);
}
s_test->Step(s_settings);
UpdateUI();
// ImGui::ShowDemoWindow();
if (g_debugDraw.m_showUI)
{
sprintf(buffer, "%.1f ms", 1000.0 * frameTime.count());
g_debugDraw.DrawString(5, g_camera.m_height - 20, buffer);
}
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(g_mainWindow);
if (s_testSelection != s_settings.m_testIndex)
{
s_settings.m_testIndex = s_testSelection;
delete s_test;
s_test = g_testEntries[s_settings.m_testIndex].createFcn();
g_camera.m_zoom = 1.0f;
g_camera.m_center.Set(0.0f, 20.0f);
}
glfwPollEvents();
// Throttle to cap at 60Hz. This adaptive using a sleep adjustment. This could be improved by
// using mm_pause or equivalent for the last millisecond.
std::chrono::steady_clock::time_point t2 = std::chrono::steady_clock::now();
std::chrono::duration<double> target(1.0 / 60.0);
std::chrono::duration<double> timeUsed = t2 - t1;
std::chrono::duration<double> sleepTime = target - timeUsed + sleepAdjust;
if (sleepTime > std::chrono::duration<double>(0))
{
std::this_thread::sleep_for(sleepTime);
}
std::chrono::steady_clock::time_point t3 = std::chrono::steady_clock::now();
frameTime = t3 - t1;
// Compute the sleep adjustment using a low pass filter
sleepAdjust = 0.9 * sleepAdjust + 0.1 * (target - frameTime);
}
delete s_test;
s_test = nullptr;
g_debugDraw.Destroy();
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
glfwTerminate();
s_settings.Save();
return 0;
}

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#define _CRT_SECURE_NO_WARNINGS
#include "settings.h"
#include "sajson/sajson.h"
#include <stdio.h>
static const char* fileName = "settings.ini";
// Load a file. You must free the character array.
static bool sReadFile(char*& data, int& size, const char* filename)
{
FILE* file = fopen(filename, "rb");
if (file == nullptr)
{
return false;
}
fseek(file, 0, SEEK_END);
size = ftell(file);
fseek(file, 0, SEEK_SET);
if (size == 0)
{
return false;
}
data = (char*)malloc(size + 1);
fread(data, size, 1, file);
fclose(file);
data[size] = 0;
return true;
}
void Settings::Save()
{
FILE* file = fopen(fileName, "w");
fprintf(file, "{\n");
fprintf(file, " \"testIndex\": %d,\n", m_testIndex);
fprintf(file, " \"windowWidth\": %d,\n", m_windowWidth);
fprintf(file, " \"windowHeight\": %d,\n", m_windowHeight);
fprintf(file, " \"hertz\": %.9g,\n", m_hertz);
fprintf(file, " \"velocityIterations\": %d,\n", m_velocityIterations);
fprintf(file, " \"positionIterations\": %d,\n", m_positionIterations);
fprintf(file, " \"drawShapes\": %s,\n", m_drawShapes ? "true" : "false");
fprintf(file, " \"drawJoints\": %s,\n", m_drawJoints ? "true" : "false");
fprintf(file, " \"drawAABBs\": %s,\n", m_drawAABBs ? "true" : "false");
fprintf(file, " \"drawContactPoints\": %s,\n", m_drawContactPoints ? "true" : "false");
fprintf(file, " \"drawContactNormals\": %s,\n", m_drawContactNormals ? "true" : "false");
fprintf(file, " \"drawContactImpulse\": %s,\n", m_drawContactImpulse ? "true" : "false");
fprintf(file, " \"drawFrictionImpulse\": %s,\n", m_drawFrictionImpulse ? "true" : "false");
fprintf(file, " \"drawCOMs\": %s,\n", m_drawCOMs ? "true" : "false");
fprintf(file, " \"drawStats\": %s,\n", m_drawStats ? "true" : "false");
fprintf(file, " \"drawProfile\": %s,\n", m_drawProfile ? "true" : "false");
fprintf(file, " \"enableWarmStarting\": %s,\n", m_enableWarmStarting ? "true" : "false");
fprintf(file, " \"enableContinuous\": %s,\n", m_enableContinuous ? "true" : "false");
fprintf(file, " \"enableSubStepping\": %s,\n", m_enableSubStepping ? "true" : "false");
fprintf(file, " \"enableSleep\": %s\n", m_enableSleep ? "true" : "false");
fprintf(file, "}\n");
fclose(file);
}
void Settings::Load()
{
char* data = nullptr;
int size = 0;
bool found = sReadFile(data, size, fileName);
if (found == false)
{
return;
}
const sajson::document& document = sajson::parse(sajson::dynamic_allocation(), sajson::mutable_string_view(size, data));
if (document.is_valid() == false)
{
return;
}
sajson::value root = document.get_root();
int fieldCount = int(root.get_length());
for (int i = 0; i < fieldCount; ++i)
{
sajson::string fieldName = root.get_object_key(i);
sajson::value fieldValue = root.get_object_value(i);
if (strncmp(fieldName.data(), "testIndex", fieldName.length()) == 0)
{
if (fieldValue.get_type() == sajson::TYPE_INTEGER)
{
m_testIndex = fieldValue.get_integer_value();
}
continue;
}
if (strncmp(fieldName.data(), "windowWidth", fieldName.length()) == 0)
{
if (fieldValue.get_type() == sajson::TYPE_INTEGER)
{
m_windowWidth = fieldValue.get_integer_value();
}
continue;
}
if (strncmp(fieldName.data(), "windowHeight", fieldName.length()) == 0)
{
if (fieldValue.get_type() == sajson::TYPE_INTEGER)
{
m_windowHeight = fieldValue.get_integer_value();
}
continue;
}
if (strncmp(fieldName.data(), "hertz", fieldName.length()) == 0)
{
if (fieldValue.get_type() == sajson::TYPE_DOUBLE || fieldValue.get_type() == sajson::TYPE_INTEGER)
{
m_hertz = float(fieldValue.get_number_value());
}
continue;
}
if (strncmp(fieldName.data(), "velocityIterations", fieldName.length()) == 0)
{
if (fieldValue.get_type() == sajson::TYPE_INTEGER)
{
m_velocityIterations = fieldValue.get_integer_value();
}
continue;
}
if (strncmp(fieldName.data(), "positionIterations", fieldName.length()) == 0)
{
if (fieldValue.get_type() == sajson::TYPE_INTEGER)
{
m_positionIterations = fieldValue.get_integer_value();
}
continue;
}
if (strncmp(fieldName.data(), "drawShapes", fieldName.length()) == 0)
{
if (fieldValue.get_type() == sajson::TYPE_FALSE)
{
m_drawShapes = false;
}
else if (fieldValue.get_type() == sajson::TYPE_TRUE)
{
m_drawShapes = true;
}
continue;
}
}
free(data);
}

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@@ -0,0 +1,83 @@
// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#pragma once
struct Settings
{
Settings()
{
Reset();
}
void Reset()
{
m_testIndex = 0;
m_windowWidth = 1600;
m_windowHeight = 900;
m_hertz = 60.0f;
m_velocityIterations = 8;
m_positionIterations = 3;
m_drawShapes = true;
m_drawJoints = true;
m_drawAABBs = false;
m_drawContactPoints = false;
m_drawContactNormals = false;
m_drawContactImpulse = false;
m_drawFrictionImpulse = false;
m_drawCOMs = false;
m_drawStats = false;
m_drawProfile = false;
m_enableWarmStarting = true;
m_enableContinuous = true;
m_enableSubStepping = false;
m_enableSleep = true;
m_pause = false;
m_singleStep = false;
}
void Save();
void Load();
int m_testIndex;
int m_windowWidth;
int m_windowHeight;
float m_hertz;
int m_velocityIterations;
int m_positionIterations;
bool m_drawShapes;
bool m_drawJoints;
bool m_drawAABBs;
bool m_drawContactPoints;
bool m_drawContactNormals;
bool m_drawContactImpulse;
bool m_drawFrictionImpulse;
bool m_drawCOMs;
bool m_drawStats;
bool m_drawProfile;
bool m_enableWarmStarting;
bool m_enableContinuous;
bool m_enableSubStepping;
bool m_enableSleep;
bool m_pause;
bool m_singleStep;
};

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#include "settings.h"
#include <stdio.h>
void DestructionListener::SayGoodbye(b2Joint* joint)
{
if (test->m_mouseJoint == joint)
{
test->m_mouseJoint = NULL;
}
else
{
test->JointDestroyed(joint);
}
}
Test::Test()
{
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
m_world = new b2World(gravity);
m_bomb = NULL;
m_textLine = 30;
m_textIncrement = 13;
m_mouseJoint = NULL;
m_pointCount = 0;
m_destructionListener.test = this;
m_world->SetDestructionListener(&m_destructionListener);
m_world->SetContactListener(this);
m_world->SetDebugDraw(&g_debugDraw);
m_bombSpawning = false;
m_stepCount = 0;
b2BodyDef bodyDef;
m_groundBody = m_world->CreateBody(&bodyDef);
memset(&m_maxProfile, 0, sizeof(b2Profile));
memset(&m_totalProfile, 0, sizeof(b2Profile));
}
Test::~Test()
{
// By deleting the world, we delete the bomb, mouse joint, etc.
delete m_world;
m_world = NULL;
}
void Test::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{
const b2Manifold* manifold = contact->GetManifold();
if (manifold->pointCount == 0)
{
return;
}
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
b2PointState state1[b2_maxManifoldPoints], state2[b2_maxManifoldPoints];
b2GetPointStates(state1, state2, oldManifold, manifold);
b2WorldManifold worldManifold;
contact->GetWorldManifold(&worldManifold);
for (int32 i = 0; i < manifold->pointCount && m_pointCount < k_maxContactPoints; ++i)
{
ContactPoint* cp = m_points + m_pointCount;
cp->fixtureA = fixtureA;
cp->fixtureB = fixtureB;
cp->position = worldManifold.points[i];
cp->normal = worldManifold.normal;
cp->state = state2[i];
cp->normalImpulse = manifold->points[i].normalImpulse;
cp->tangentImpulse = manifold->points[i].tangentImpulse;
cp->separation = worldManifold.separations[i];
++m_pointCount;
}
}
void Test::DrawTitle(const char *string)
{
g_debugDraw.DrawString(5, 5, string);
m_textLine = int32(26.0f);
}
class QueryCallback : public b2QueryCallback
{
public:
QueryCallback(const b2Vec2& point)
{
m_point = point;
m_fixture = NULL;
}
bool ReportFixture(b2Fixture* fixture) override
{
b2Body* body = fixture->GetBody();
if (body->GetType() == b2_dynamicBody)
{
bool inside = fixture->TestPoint(m_point);
if (inside)
{
m_fixture = fixture;
// We are done, terminate the query.
return false;
}
}
// Continue the query.
return true;
}
b2Vec2 m_point;
b2Fixture* m_fixture;
};
void Test::MouseDown(const b2Vec2& p)
{
m_mouseWorld = p;
if (m_mouseJoint != NULL)
{
return;
}
// Make a small box.
b2AABB aabb;
b2Vec2 d;
d.Set(0.001f, 0.001f);
aabb.lowerBound = p - d;
aabb.upperBound = p + d;
// Query the world for overlapping shapes.
QueryCallback callback(p);
m_world->QueryAABB(&callback, aabb);
if (callback.m_fixture)
{
float frequencyHz = 5.0f;
float dampingRatio = 0.7f;
b2Body* body = callback.m_fixture->GetBody();
b2MouseJointDef jd;
jd.bodyA = m_groundBody;
jd.bodyB = body;
jd.target = p;
jd.maxForce = 1000.0f * body->GetMass();
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_mouseJoint = (b2MouseJoint*)m_world->CreateJoint(&jd);
body->SetAwake(true);
}
}
void Test::SpawnBomb(const b2Vec2& worldPt)
{
m_bombSpawnPoint = worldPt;
m_bombSpawning = true;
}
void Test::CompleteBombSpawn(const b2Vec2& p)
{
if (m_bombSpawning == false)
{
return;
}
const float multiplier = 30.0f;
b2Vec2 vel = m_bombSpawnPoint - p;
vel *= multiplier;
LaunchBomb(m_bombSpawnPoint,vel);
m_bombSpawning = false;
}
void Test::ShiftMouseDown(const b2Vec2& p)
{
m_mouseWorld = p;
if (m_mouseJoint != NULL)
{
return;
}
SpawnBomb(p);
}
void Test::MouseUp(const b2Vec2& p)
{
if (m_mouseJoint)
{
m_world->DestroyJoint(m_mouseJoint);
m_mouseJoint = NULL;
}
if (m_bombSpawning)
{
CompleteBombSpawn(p);
}
}
void Test::MouseMove(const b2Vec2& p)
{
m_mouseWorld = p;
if (m_mouseJoint)
{
m_mouseJoint->SetTarget(p);
}
}
void Test::LaunchBomb()
{
b2Vec2 p(RandomFloat(-15.0f, 15.0f), 30.0f);
b2Vec2 v = -5.0f * p;
LaunchBomb(p, v);
}
void Test::LaunchBomb(const b2Vec2& position, const b2Vec2& velocity)
{
if (m_bomb)
{
m_world->DestroyBody(m_bomb);
m_bomb = NULL;
}
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = position;
bd.bullet = true;
m_bomb = m_world->CreateBody(&bd);
m_bomb->SetLinearVelocity(velocity);
b2CircleShape circle;
circle.m_radius = 0.3f;
b2FixtureDef fd;
fd.shape = &circle;
fd.density = 20.0f;
fd.restitution = 0.0f;
b2Vec2 minV = position - b2Vec2(0.3f,0.3f);
b2Vec2 maxV = position + b2Vec2(0.3f,0.3f);
b2AABB aabb;
aabb.lowerBound = minV;
aabb.upperBound = maxV;
m_bomb->CreateFixture(&fd);
}
void Test::Step(Settings& settings)
{
float timeStep = settings.m_hertz > 0.0f ? 1.0f / settings.m_hertz : float(0.0f);
if (settings.m_pause)
{
if (settings.m_singleStep)
{
settings.m_singleStep = 0;
}
else
{
timeStep = 0.0f;
}
g_debugDraw.DrawString(5, m_textLine, "****PAUSED****");
m_textLine += m_textIncrement;
}
uint32 flags = 0;
flags += settings.m_drawShapes * b2Draw::e_shapeBit;
flags += settings.m_drawJoints * b2Draw::e_jointBit;
flags += settings.m_drawAABBs * b2Draw::e_aabbBit;
flags += settings.m_drawCOMs * b2Draw::e_centerOfMassBit;
g_debugDraw.SetFlags(flags);
m_world->SetAllowSleeping(settings.m_enableSleep);
m_world->SetWarmStarting(settings.m_enableWarmStarting);
m_world->SetContinuousPhysics(settings.m_enableContinuous);
m_world->SetSubStepping(settings.m_enableSubStepping);
m_pointCount = 0;
m_world->Step(timeStep, settings.m_velocityIterations, settings.m_positionIterations);
m_world->DebugDraw();
g_debugDraw.Flush();
if (timeStep > 0.0f)
{
++m_stepCount;
}
if (settings.m_drawStats)
{
int32 bodyCount = m_world->GetBodyCount();
int32 contactCount = m_world->GetContactCount();
int32 jointCount = m_world->GetJointCount();
g_debugDraw.DrawString(5, m_textLine, "bodies/contacts/joints = %d/%d/%d", bodyCount, contactCount, jointCount);
m_textLine += m_textIncrement;
int32 proxyCount = m_world->GetProxyCount();
int32 height = m_world->GetTreeHeight();
int32 balance = m_world->GetTreeBalance();
float quality = m_world->GetTreeQuality();
g_debugDraw.DrawString(5, m_textLine, "proxies/height/balance/quality = %d/%d/%d/%g", proxyCount, height, balance, quality);
m_textLine += m_textIncrement;
}
// Track maximum profile times
{
const b2Profile& p = m_world->GetProfile();
m_maxProfile.step = b2Max(m_maxProfile.step, p.step);
m_maxProfile.collide = b2Max(m_maxProfile.collide, p.collide);
m_maxProfile.solve = b2Max(m_maxProfile.solve, p.solve);
m_maxProfile.solveInit = b2Max(m_maxProfile.solveInit, p.solveInit);
m_maxProfile.solveVelocity = b2Max(m_maxProfile.solveVelocity, p.solveVelocity);
m_maxProfile.solvePosition = b2Max(m_maxProfile.solvePosition, p.solvePosition);
m_maxProfile.solveTOI = b2Max(m_maxProfile.solveTOI, p.solveTOI);
m_maxProfile.broadphase = b2Max(m_maxProfile.broadphase, p.broadphase);
m_totalProfile.step += p.step;
m_totalProfile.collide += p.collide;
m_totalProfile.solve += p.solve;
m_totalProfile.solveInit += p.solveInit;
m_totalProfile.solveVelocity += p.solveVelocity;
m_totalProfile.solvePosition += p.solvePosition;
m_totalProfile.solveTOI += p.solveTOI;
m_totalProfile.broadphase += p.broadphase;
}
if (settings.m_drawProfile)
{
const b2Profile& p = m_world->GetProfile();
b2Profile aveProfile;
memset(&aveProfile, 0, sizeof(b2Profile));
if (m_stepCount > 0)
{
float scale = 1.0f / m_stepCount;
aveProfile.step = scale * m_totalProfile.step;
aveProfile.collide = scale * m_totalProfile.collide;
aveProfile.solve = scale * m_totalProfile.solve;
aveProfile.solveInit = scale * m_totalProfile.solveInit;
aveProfile.solveVelocity = scale * m_totalProfile.solveVelocity;
aveProfile.solvePosition = scale * m_totalProfile.solvePosition;
aveProfile.solveTOI = scale * m_totalProfile.solveTOI;
aveProfile.broadphase = scale * m_totalProfile.broadphase;
}
g_debugDraw.DrawString(5, m_textLine, "step [ave] (max) = %5.2f [%6.2f] (%6.2f)", p.step, aveProfile.step, m_maxProfile.step);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "collide [ave] (max) = %5.2f [%6.2f] (%6.2f)", p.collide, aveProfile.collide, m_maxProfile.collide);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "solve [ave] (max) = %5.2f [%6.2f] (%6.2f)", p.solve, aveProfile.solve, m_maxProfile.solve);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "solve init [ave] (max) = %5.2f [%6.2f] (%6.2f)", p.solveInit, aveProfile.solveInit, m_maxProfile.solveInit);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "solve velocity [ave] (max) = %5.2f [%6.2f] (%6.2f)", p.solveVelocity, aveProfile.solveVelocity, m_maxProfile.solveVelocity);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "solve position [ave] (max) = %5.2f [%6.2f] (%6.2f)", p.solvePosition, aveProfile.solvePosition, m_maxProfile.solvePosition);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "solveTOI [ave] (max) = %5.2f [%6.2f] (%6.2f)", p.solveTOI, aveProfile.solveTOI, m_maxProfile.solveTOI);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "broad-phase [ave] (max) = %5.2f [%6.2f] (%6.2f)", p.broadphase, aveProfile.broadphase, m_maxProfile.broadphase);
m_textLine += m_textIncrement;
}
if (m_bombSpawning)
{
b2Color c;
c.Set(0.0f, 0.0f, 1.0f);
g_debugDraw.DrawPoint(m_bombSpawnPoint, 4.0f, c);
c.Set(0.8f, 0.8f, 0.8f);
g_debugDraw.DrawSegment(m_mouseWorld, m_bombSpawnPoint, c);
}
if (settings.m_drawContactPoints)
{
const float k_impulseScale = 0.1f;
const float k_axisScale = 0.3f;
for (int32 i = 0; i < m_pointCount; ++i)
{
ContactPoint* point = m_points + i;
if (point->state == b2_addState)
{
// Add
g_debugDraw.DrawPoint(point->position, 10.0f, b2Color(0.3f, 0.95f, 0.3f));
}
else if (point->state == b2_persistState)
{
// Persist
g_debugDraw.DrawPoint(point->position, 5.0f, b2Color(0.3f, 0.3f, 0.95f));
}
if (settings.m_drawContactNormals == 1)
{
b2Vec2 p1 = point->position;
b2Vec2 p2 = p1 + k_axisScale * point->normal;
g_debugDraw.DrawSegment(p1, p2, b2Color(0.9f, 0.9f, 0.9f));
}
else if (settings.m_drawContactImpulse == 1)
{
b2Vec2 p1 = point->position;
b2Vec2 p2 = p1 + k_impulseScale * point->normalImpulse * point->normal;
g_debugDraw.DrawSegment(p1, p2, b2Color(0.9f, 0.9f, 0.3f));
}
if (settings.m_drawFrictionImpulse == 1)
{
b2Vec2 tangent = b2Cross(point->normal, 1.0f);
b2Vec2 p1 = point->position;
b2Vec2 p2 = p1 + k_impulseScale * point->tangentImpulse * tangent;
g_debugDraw.DrawSegment(p1, p2, b2Color(0.9f, 0.9f, 0.3f));
}
}
}
}
void Test::ShiftOrigin(const b2Vec2& newOrigin)
{
m_world->ShiftOrigin(newOrigin);
}
TestEntry g_testEntries[MAX_TESTS] = { {nullptr} };
int g_testCount = 0;
int RegisterTest(const char* category, const char* name, TestCreateFcn* fcn)
{
int index = g_testCount;
if (index < MAX_TESTS)
{
g_testEntries[index] = { category, name, fcn };
++g_testCount;
return index;
}
return -1;
}

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#ifndef TEST_H
#define TEST_H
#include "box2d/box2d.h"
#include "draw.h"
#include <stdlib.h>
struct Settings;
class Test;
#define RAND_LIMIT 32767
/// Random number in range [-1,1]
inline float RandomFloat()
{
float r = (float)(rand() & (RAND_LIMIT));
r /= RAND_LIMIT;
r = 2.0f * r - 1.0f;
return r;
}
/// Random floating point number in range [lo, hi]
inline float RandomFloat(float lo, float hi)
{
float r = (float)(rand() & (RAND_LIMIT));
r /= RAND_LIMIT;
r = (hi - lo) * r + lo;
return r;
}
// This is called when a joint in the world is implicitly destroyed
// because an attached body is destroyed. This gives us a chance to
// nullify the mouse joint.
class DestructionListener : public b2DestructionListener
{
public:
void SayGoodbye(b2Fixture* fixture) override { B2_NOT_USED(fixture); }
void SayGoodbye(b2Joint* joint) override;
Test* test;
};
const int32 k_maxContactPoints = 2048;
struct ContactPoint
{
b2Fixture* fixtureA;
b2Fixture* fixtureB;
b2Vec2 normal;
b2Vec2 position;
b2PointState state;
float normalImpulse;
float tangentImpulse;
float separation;
};
class Test : public b2ContactListener
{
public:
Test();
virtual ~Test();
void DrawTitle(const char* string);
virtual void Step(Settings& settings);
virtual void UpdateUI() {}
virtual void Keyboard(int key) { B2_NOT_USED(key); }
virtual void KeyboardUp(int key) { B2_NOT_USED(key); }
void ShiftMouseDown(const b2Vec2& p);
virtual void MouseDown(const b2Vec2& p);
virtual void MouseUp(const b2Vec2& p);
virtual void MouseMove(const b2Vec2& p);
void LaunchBomb();
void LaunchBomb(const b2Vec2& position, const b2Vec2& velocity);
void SpawnBomb(const b2Vec2& worldPt);
void CompleteBombSpawn(const b2Vec2& p);
// Let derived tests know that a joint was destroyed.
virtual void JointDestroyed(b2Joint* joint) { B2_NOT_USED(joint); }
// Callbacks for derived classes.
virtual void BeginContact(b2Contact* contact) override { B2_NOT_USED(contact); }
virtual void EndContact(b2Contact* contact) override { B2_NOT_USED(contact); }
virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold) override;
virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) override
{
B2_NOT_USED(contact);
B2_NOT_USED(impulse);
}
void ShiftOrigin(const b2Vec2& newOrigin);
protected:
friend class DestructionListener;
friend class BoundaryListener;
friend class ContactListener;
b2Body* m_groundBody;
b2AABB m_worldAABB;
ContactPoint m_points[k_maxContactPoints];
int32 m_pointCount;
DestructionListener m_destructionListener;
int32 m_textLine;
b2World* m_world;
b2Body* m_bomb;
b2MouseJoint* m_mouseJoint;
b2Vec2 m_bombSpawnPoint;
bool m_bombSpawning;
b2Vec2 m_mouseWorld;
int32 m_stepCount;
int32 m_textIncrement;
b2Profile m_maxProfile;
b2Profile m_totalProfile;
};
typedef Test* TestCreateFcn();
int RegisterTest(const char* category, const char* name, TestCreateFcn* fcn);
//
struct TestEntry
{
const char* category;
const char* name;
TestCreateFcn* createFcn;
};
#define MAX_TESTS 256
extern TestEntry g_testEntries[MAX_TESTS];
extern int g_testCount;
#endif

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class AddPair : public Test
{
public:
AddPair()
{
m_world->SetGravity(b2Vec2(0.0f,0.0f));
{
b2CircleShape shape;
shape.m_p.SetZero();
shape.m_radius = 0.1f;
float minX = -6.0f;
float maxX = 0.0f;
float minY = 4.0f;
float maxY = 6.0f;
for (int32 i = 0; i < 400; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = b2Vec2(RandomFloat(minX,maxX),RandomFloat(minY,maxY));
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 0.01f);
}
}
{
b2PolygonShape shape;
shape.SetAsBox(1.5f, 1.5f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-40.0f,5.0f);
bd.bullet = true;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 1.0f);
body->SetLinearVelocity(b2Vec2(10.0f, 0.0f));
}
}
static Test* Create()
{
return new AddPair;
}
};
static int testIndex = RegisterTest("Benchmark", "Add Pair", AddPair::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
// This test shows how to apply forces and torques to a body.
// It also shows how to use the friction joint that can be useful
// for overhead games.
class ApplyForce : public Test
{
public:
ApplyForce()
{
m_world->SetGravity(b2Vec2(0.0f, 0.0f));
const float k_restitution = 0.4f;
b2Body* ground;
{
b2BodyDef bd;
bd.position.Set(0.0f, 20.0f);
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
b2FixtureDef sd;
sd.shape = &shape;
sd.density = 0.0f;
sd.restitution = k_restitution;
// Left vertical
shape.SetTwoSided(b2Vec2(-20.0f, -20.0f), b2Vec2(-20.0f, 20.0f));
ground->CreateFixture(&sd);
// Right vertical
shape.SetTwoSided(b2Vec2(20.0f, -20.0f), b2Vec2(20.0f, 20.0f));
ground->CreateFixture(&sd);
// Top horizontal
shape.SetTwoSided(b2Vec2(-20.0f, 20.0f), b2Vec2(20.0f, 20.0f));
ground->CreateFixture(&sd);
// Bottom horizontal
shape.SetTwoSided(b2Vec2(-20.0f, -20.0f), b2Vec2(20.0f, -20.0f));
ground->CreateFixture(&sd);
}
{
b2Transform xf1;
xf1.q.Set(0.3524f * b2_pi);
xf1.p = xf1.q.GetXAxis();
b2Vec2 vertices[3];
vertices[0] = b2Mul(xf1, b2Vec2(-1.0f, 0.0f));
vertices[1] = b2Mul(xf1, b2Vec2(1.0f, 0.0f));
vertices[2] = b2Mul(xf1, b2Vec2(0.0f, 0.5f));
b2PolygonShape poly1;
poly1.Set(vertices, 3);
b2FixtureDef sd1;
sd1.shape = &poly1;
sd1.density = 2.0f;
b2Transform xf2;
xf2.q.Set(-0.3524f * b2_pi);
xf2.p = -xf2.q.GetXAxis();
vertices[0] = b2Mul(xf2, b2Vec2(-1.0f, 0.0f));
vertices[1] = b2Mul(xf2, b2Vec2(1.0f, 0.0f));
vertices[2] = b2Mul(xf2, b2Vec2(0.0f, 0.5f));
b2PolygonShape poly2;
poly2.Set(vertices, 3);
b2FixtureDef sd2;
sd2.shape = &poly2;
sd2.density = 2.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 3.0);
bd.angle = b2_pi;
bd.allowSleep = false;
m_body = m_world->CreateBody(&bd);
m_body->CreateFixture(&sd1);
m_body->CreateFixture(&sd2);
float gravity = 10.0f;
float I = m_body->GetInertia();
float mass = m_body->GetMass();
// Compute an effective radius that can be used to
// set the max torque for a friction joint
// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
float radius = b2Sqrt(2.0f * I / mass);
b2FrictionJointDef jd;
jd.bodyA = ground;
jd.bodyB = m_body;
jd.localAnchorA.SetZero();
jd.localAnchorB = m_body->GetLocalCenter();
jd.collideConnected = true;
jd.maxForce = 0.5f * mass * gravity;
jd.maxTorque = 0.2f * mass * radius * gravity;
m_world->CreateJoint(&jd);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.3f;
for (int i = 0; i < 10; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 7.0f + 1.54f * i);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
float gravity = 10.0f;
float I = body->GetInertia();
float mass = body->GetMass();
// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
float radius = b2Sqrt(2.0f * I / mass);
b2FrictionJointDef jd;
jd.localAnchorA.SetZero();
jd.localAnchorB.SetZero();
jd.bodyA = ground;
jd.bodyB = body;
jd.collideConnected = true;
jd.maxForce = mass * gravity;
jd.maxTorque = 0.1f * mass * radius * gravity;
m_world->CreateJoint(&jd);
}
}
}
void Step(Settings& settings) override
{
g_debugDraw.DrawString(5, m_textLine, "Forward (W), Turn (A) and (D)");
m_textLine += m_textIncrement;
if (glfwGetKey(g_mainWindow, GLFW_KEY_W) == GLFW_PRESS)
{
b2Vec2 f = m_body->GetWorldVector(b2Vec2(0.0f, -50.0f));
b2Vec2 p = m_body->GetWorldPoint(b2Vec2(0.0f, 3.0f));
m_body->ApplyForce(f, p, true);
}
if (glfwGetKey(g_mainWindow, GLFW_KEY_A) == GLFW_PRESS)
{
m_body->ApplyTorque(10.0f, true);
}
if (glfwGetKey(g_mainWindow, GLFW_KEY_D) == GLFW_PRESS)
{
m_body->ApplyTorque(-10.0f, true);
}
Test::Step(settings);
}
static Test* Create()
{
return new ApplyForce;
}
b2Body* m_body;
};
static int testIndex = RegisterTest("Forces", "Apply Force", ApplyForce::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class BodyTypes : public Test
{
public:
BodyTypes()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
b2FixtureDef fd;
fd.shape = &shape;
ground->CreateFixture(&fd);
}
// Define attachment
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 3.0f);
m_attachment = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 2.0f);
m_attachment->CreateFixture(&shape, 2.0f);
}
// Define platform
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-4.0f, 5.0f);
m_platform = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 4.0f, b2Vec2(4.0f, 0.0f), 0.5f * b2_pi);
b2FixtureDef fd;
fd.shape = &shape;
fd.friction = 0.6f;
fd.density = 2.0f;
m_platform->CreateFixture(&fd);
b2RevoluteJointDef rjd;
rjd.Initialize(m_attachment, m_platform, b2Vec2(0.0f, 5.0f));
rjd.maxMotorTorque = 50.0f;
rjd.enableMotor = true;
m_world->CreateJoint(&rjd);
b2PrismaticJointDef pjd;
pjd.Initialize(ground, m_platform, b2Vec2(0.0f, 5.0f), b2Vec2(1.0f, 0.0f));
pjd.maxMotorForce = 1000.0f;
pjd.enableMotor = true;
pjd.lowerTranslation = -10.0f;
pjd.upperTranslation = 10.0f;
pjd.enableLimit = true;
m_world->CreateJoint(&pjd);
m_speed = 3.0f;
}
// Create a payload
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 8.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.75f, 0.75f);
b2FixtureDef fd;
fd.shape = &shape;
fd.friction = 0.6f;
fd.density = 2.0f;
body->CreateFixture(&fd);
}
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_D:
m_platform->SetType(b2_dynamicBody);
break;
case GLFW_KEY_S:
m_platform->SetType(b2_staticBody);
break;
case GLFW_KEY_K:
m_platform->SetType(b2_kinematicBody);
m_platform->SetLinearVelocity(b2Vec2(-m_speed, 0.0f));
m_platform->SetAngularVelocity(0.0f);
break;
}
}
void Step(Settings& settings) override
{
// Drive the kinematic body.
if (m_platform->GetType() == b2_kinematicBody)
{
b2Vec2 p = m_platform->GetTransform().p;
b2Vec2 v = m_platform->GetLinearVelocity();
if ((p.x < -10.0f && v.x < 0.0f) ||
(p.x > 10.0f && v.x > 0.0f))
{
v.x = -v.x;
m_platform->SetLinearVelocity(v);
}
}
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "Keys: (d) dynamic, (s) static, (k) kinematic");
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new BodyTypes;
}
b2Body* m_attachment;
b2Body* m_platform;
float m_speed;
};
static int testIndex = RegisterTest("Examples", "Body Types", BodyTypes::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
extern B2_API bool g_blockSolve;
class BoxStack : public Test
{
public:
enum
{
e_columnCount = 1,
e_rowCount = 15
//e_columnCount = 1,
//e_rowCount = 1
};
BoxStack()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(b2Vec2(20.0f, 0.0f), b2Vec2(20.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
}
float xs[5] = {0.0f, -10.0f, -5.0f, 5.0f, 10.0f};
for (int32 j = 0; j < e_columnCount; ++j)
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.3f;
for (int i = 0; i < e_rowCount; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
int32 n = j * e_rowCount + i;
b2Assert(n < e_rowCount * e_columnCount);
m_indices[n] = n;
bd.userData.pointer = n;
float x = 0.0f;
//float x = RandomFloat(-0.02f, 0.02f);
//float x = i % 2 == 0 ? -0.01f : 0.01f;
bd.position.Set(xs[j] + x, 0.55f + 1.1f * i);
b2Body* body = m_world->CreateBody(&bd);
m_bodies[n] = body;
body->CreateFixture(&fd);
}
}
m_bullet = NULL;
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_COMMA:
if (m_bullet != NULL)
{
m_world->DestroyBody(m_bullet);
m_bullet = NULL;
}
{
b2CircleShape shape;
shape.m_radius = 0.25f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.restitution = 0.05f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.bullet = true;
bd.position.Set(-31.0f, 5.0f);
m_bullet = m_world->CreateBody(&bd);
m_bullet->CreateFixture(&fd);
m_bullet->SetLinearVelocity(b2Vec2(400.0f, 0.0f));
}
break;
case GLFW_KEY_B:
g_blockSolve = !g_blockSolve;
break;
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "Press: (,) to launch a bullet.");
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "Blocksolve = %d", g_blockSolve);
//if (m_stepCount == 300)
//{
// if (m_bullet != NULL)
// {
// m_world->DestroyBody(m_bullet);
// m_bullet = NULL;
// }
// {
// b2CircleShape shape;
// shape.m_radius = 0.25f;
// b2FixtureDef fd;
// fd.shape = &shape;
// fd.density = 20.0f;
// fd.restitution = 0.05f;
// b2BodyDef bd;
// bd.type = b2_dynamicBody;
// bd.bullet = true;
// bd.position.Set(-31.0f, 5.0f);
// m_bullet = m_world->CreateBody(&bd);
// m_bullet->CreateFixture(&fd);
// m_bullet->SetLinearVelocity(b2Vec2(400.0f, 0.0f));
// }
//}
}
static Test* Create()
{
return new BoxStack;
}
b2Body* m_bullet;
b2Body* m_bodies[e_rowCount * e_columnCount];
int32 m_indices[e_rowCount * e_columnCount];
};
static int testIndex = RegisterTest("Stacking", "Boxes", BoxStack::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
// This is used to test sensor shapes.
class Breakable : public Test
{
public:
enum
{
e_count = 7
};
Breakable()
{
// Ground body
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
// Breakable dynamic body
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 40.0f);
bd.angle = 0.25f * b2_pi;
m_body1 = m_world->CreateBody(&bd);
m_shape1.SetAsBox(0.5f, 0.5f, b2Vec2(-0.5f, 0.0f), 0.0f);
m_piece1 = m_body1->CreateFixture(&m_shape1, 1.0f);
m_shape2.SetAsBox(0.5f, 0.5f, b2Vec2(0.5f, 0.0f), 0.0f);
m_piece2 = m_body1->CreateFixture(&m_shape2, 1.0f);
}
m_break = false;
m_broke = false;
}
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) override
{
if (m_broke)
{
// The body already broke.
return;
}
// Should the body break?
int32 count = contact->GetManifold()->pointCount;
float maxImpulse = 0.0f;
for (int32 i = 0; i < count; ++i)
{
maxImpulse = b2Max(maxImpulse, impulse->normalImpulses[i]);
}
if (maxImpulse > 40.0f)
{
// Flag the body for breaking.
m_break = true;
}
}
void Break()
{
// Create two bodies from one.
b2Body* body1 = m_piece1->GetBody();
b2Vec2 center = body1->GetWorldCenter();
body1->DestroyFixture(m_piece2);
m_piece2 = NULL;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = body1->GetPosition();
bd.angle = body1->GetAngle();
b2Body* body2 = m_world->CreateBody(&bd);
m_piece2 = body2->CreateFixture(&m_shape2, 1.0f);
// Compute consistent velocities for new bodies based on
// cached velocity.
b2Vec2 center1 = body1->GetWorldCenter();
b2Vec2 center2 = body2->GetWorldCenter();
b2Vec2 velocity1 = m_velocity + b2Cross(m_angularVelocity, center1 - center);
b2Vec2 velocity2 = m_velocity + b2Cross(m_angularVelocity, center2 - center);
body1->SetAngularVelocity(m_angularVelocity);
body1->SetLinearVelocity(velocity1);
body2->SetAngularVelocity(m_angularVelocity);
body2->SetLinearVelocity(velocity2);
}
void Step(Settings& settings) override
{
if (m_break)
{
Break();
m_broke = true;
m_break = false;
}
// Cache velocities to improve movement on breakage.
if (m_broke == false)
{
m_velocity = m_body1->GetLinearVelocity();
m_angularVelocity = m_body1->GetAngularVelocity();
}
Test::Step(settings);
}
static Test* Create()
{
return new Breakable;
}
b2Body* m_body1;
b2Vec2 m_velocity;
float m_angularVelocity;
b2PolygonShape m_shape1;
b2PolygonShape m_shape2;
b2Fixture* m_piece1;
b2Fixture* m_piece2;
bool m_broke;
bool m_break;
};
static int testIndex = RegisterTest("Examples", "Breakable", Breakable::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class Bridge : public Test
{
public:
enum
{
e_count = 30
};
Bridge()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.friction = 0.2f;
b2RevoluteJointDef jd;
b2Body* prevBody = ground;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-14.5f + 1.0f * i, 5.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(-15.0f + 1.0f * i, 5.0f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
if (i == (e_count >> 1))
{
m_middle = body;
}
prevBody = body;
}
b2Vec2 anchor(-15.0f + 1.0f * e_count, 5.0f);
jd.Initialize(prevBody, ground, anchor);
m_world->CreateJoint(&jd);
}
for (int32 i = 0; i < 2; ++i)
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
b2PolygonShape shape;
shape.Set(vertices, 3);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-8.0f + 8.0f * i, 12.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
for (int32 i = 0; i < 3; ++i)
{
b2CircleShape shape;
shape.m_radius = 0.5f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-6.0f + 6.0f * i, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
}
static Test* Create()
{
return new Bridge;
}
b2Body* m_middle;
};
static int testIndex = RegisterTest("Joints", "Bridge", Bridge::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class BulletTest : public Test
{
public:
BulletTest()
{
{
b2BodyDef bd;
bd.position.Set(0.0f, 0.0f);
b2Body* body = m_world->CreateBody(&bd);
b2EdgeShape edge;
edge.SetTwoSided(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f));
body->CreateFixture(&edge, 0.0f);
b2PolygonShape shape;
shape.SetAsBox(0.2f, 1.0f, b2Vec2(0.5f, 1.0f), 0.0f);
body->CreateFixture(&shape, 0.0f);
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 4.0f);
b2PolygonShape box;
box.SetAsBox(2.0f, 0.1f);
m_body = m_world->CreateBody(&bd);
m_body->CreateFixture(&box, 1.0f);
box.SetAsBox(0.25f, 0.25f);
//m_x = RandomFloat(-1.0f, 1.0f);
m_x = 0.20352793f;
bd.position.Set(m_x, 10.0f);
bd.bullet = true;
m_bullet = m_world->CreateBody(&bd);
m_bullet->CreateFixture(&box, 100.0f);
m_bullet->SetLinearVelocity(b2Vec2(0.0f, -50.0f));
}
}
void Launch()
{
m_body->SetTransform(b2Vec2(0.0f, 4.0f), 0.0f);
m_body->SetLinearVelocity(b2Vec2_zero);
m_body->SetAngularVelocity(0.0f);
m_x = RandomFloat(-1.0f, 1.0f);
m_bullet->SetTransform(b2Vec2(m_x, 10.0f), 0.0f);
m_bullet->SetLinearVelocity(b2Vec2(0.0f, -50.0f));
m_bullet->SetAngularVelocity(0.0f);
extern B2_API int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
extern B2_API int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
extern B2_API int32 b2_toiRootIters, b2_toiMaxRootIters;
b2_gjkCalls = 0;
b2_gjkIters = 0;
b2_gjkMaxIters = 0;
b2_toiCalls = 0;
b2_toiIters = 0;
b2_toiMaxIters = 0;
b2_toiRootIters = 0;
b2_toiMaxRootIters = 0;
}
void Step(Settings& settings) override
{
Test::Step(settings);
extern B2_API int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
extern B2_API int32 b2_toiCalls, b2_toiIters;
extern B2_API int32 b2_toiRootIters, b2_toiMaxRootIters;
if (b2_gjkCalls > 0)
{
g_debugDraw.DrawString(5, m_textLine, "gjk calls = %d, ave gjk iters = %3.1f, max gjk iters = %d",
b2_gjkCalls, b2_gjkIters / float(b2_gjkCalls), b2_gjkMaxIters);
m_textLine += m_textIncrement;
}
if (b2_toiCalls > 0)
{
g_debugDraw.DrawString(5, m_textLine, "toi calls = %d, ave toi iters = %3.1f, max toi iters = %d",
b2_toiCalls, b2_toiIters / float(b2_toiCalls), b2_toiMaxRootIters);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "ave toi root iters = %3.1f, max toi root iters = %d",
b2_toiRootIters / float(b2_toiCalls), b2_toiMaxRootIters);
m_textLine += m_textIncrement;
}
if (m_stepCount % 60 == 0)
{
Launch();
}
}
static Test* Create()
{
return new BulletTest;
}
b2Body* m_body;
b2Body* m_bullet;
float m_x;
};
static int testIndex = RegisterTest("Continuous", "Bullet Test", BulletTest::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
// It is difficult to make a cantilever made of links completely rigid with weld joints.
// You will have to use a high number of iterations to make them stiff.
// So why not go ahead and use soft weld joints? They behave like a revolute
// joint with a rotational spring.
class Cantilever : public Test
{
public:
enum
{
e_count = 8
};
Cantilever()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
b2WeldJointDef jd;
b2Body* prevBody = ground;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-14.5f + 1.0f * i, 5.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(-15.0f + 1.0f * i, 5.0f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
prevBody = body;
}
}
{
b2PolygonShape shape;
shape.SetAsBox(1.0f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
b2WeldJointDef jd;
float frequencyHz = 5.0f;
float dampingRatio = 0.7f;
b2Body* prevBody = ground;
for (int32 i = 0; i < 3; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-14.0f + 2.0f * i, 15.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(-15.0f + 2.0f * i, 15.0f);
jd.Initialize(prevBody, body, anchor);
b2AngularStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_world->CreateJoint(&jd);
prevBody = body;
}
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
b2WeldJointDef jd;
b2Body* prevBody = ground;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-4.5f + 1.0f * i, 5.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
if (i > 0)
{
b2Vec2 anchor(-5.0f + 1.0f * i, 5.0f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
}
prevBody = body;
}
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
b2WeldJointDef jd;
float frequencyHz = 8.0f;
float dampingRatio = 0.7f;
b2Body* prevBody = ground;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(5.5f + 1.0f * i, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
if (i > 0)
{
b2Vec2 anchor(5.0f + 1.0f * i, 10.0f);
jd.Initialize(prevBody, body, anchor);
b2AngularStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, prevBody, body);
m_world->CreateJoint(&jd);
}
prevBody = body;
}
}
for (int32 i = 0; i < 2; ++i)
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
b2PolygonShape shape;
shape.Set(vertices, 3);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-8.0f + 8.0f * i, 12.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
for (int32 i = 0; i < 2; ++i)
{
b2CircleShape shape;
shape.m_radius = 0.5f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-6.0f + 6.0f * i, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
}
static Test* Create()
{
return new Cantilever;
}
b2Body* m_middle;
};
static int testIndex = RegisterTest("Joints", "Cantilever", Cantilever::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
// This is a fun demo that shows off the wheel joint
class Car : public Test
{
public:
Car()
{
m_speed = 50.0f;
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 0.0f;
fd.friction = 0.6f;
shape.SetTwoSided(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
ground->CreateFixture(&fd);
float hs[10] = {0.25f, 1.0f, 4.0f, 0.0f, 0.0f, -1.0f, -2.0f, -2.0f, -1.25f, 0.0f};
float x = 20.0f, y1 = 0.0f, dx = 5.0f;
for (int32 i = 0; i < 10; ++i)
{
float y2 = hs[i];
shape.SetTwoSided(b2Vec2(x, y1), b2Vec2(x + dx, y2));
ground->CreateFixture(&fd);
y1 = y2;
x += dx;
}
for (int32 i = 0; i < 10; ++i)
{
float y2 = hs[i];
shape.SetTwoSided(b2Vec2(x, y1), b2Vec2(x + dx, y2));
ground->CreateFixture(&fd);
y1 = y2;
x += dx;
}
shape.SetTwoSided(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f));
ground->CreateFixture(&fd);
x += 80.0f;
shape.SetTwoSided(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f));
ground->CreateFixture(&fd);
x += 40.0f;
shape.SetTwoSided(b2Vec2(x, 0.0f), b2Vec2(x + 10.0f, 5.0f));
ground->CreateFixture(&fd);
x += 20.0f;
shape.SetTwoSided(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f));
ground->CreateFixture(&fd);
x += 40.0f;
shape.SetTwoSided(b2Vec2(x, 0.0f), b2Vec2(x, 20.0f));
ground->CreateFixture(&fd);
}
// Teeter
{
b2BodyDef bd;
bd.position.Set(140.0f, 1.0f);
bd.type = b2_dynamicBody;
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape box;
box.SetAsBox(10.0f, 0.25f);
body->CreateFixture(&box, 1.0f);
b2RevoluteJointDef jd;
jd.Initialize(ground, body, body->GetPosition());
jd.lowerAngle = -8.0f * b2_pi / 180.0f;
jd.upperAngle = 8.0f * b2_pi / 180.0f;
jd.enableLimit = true;
m_world->CreateJoint(&jd);
body->ApplyAngularImpulse(100.0f, true);
}
// Bridge
{
int32 N = 20;
b2PolygonShape shape;
shape.SetAsBox(1.0f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
fd.friction = 0.6f;
b2RevoluteJointDef jd;
b2Body* prevBody = ground;
for (int32 i = 0; i < N; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(161.0f + 2.0f * i, -0.125f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(160.0f + 2.0f * i, -0.125f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
prevBody = body;
}
b2Vec2 anchor(160.0f + 2.0f * N, -0.125f);
jd.Initialize(prevBody, ground, anchor);
m_world->CreateJoint(&jd);
}
// Boxes
{
b2PolygonShape box;
box.SetAsBox(0.5f, 0.5f);
b2Body* body = NULL;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(230.0f, 0.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&box, 0.5f);
bd.position.Set(230.0f, 1.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&box, 0.5f);
bd.position.Set(230.0f, 2.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&box, 0.5f);
bd.position.Set(230.0f, 3.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&box, 0.5f);
bd.position.Set(230.0f, 4.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&box, 0.5f);
}
// Car
{
b2PolygonShape chassis;
b2Vec2 vertices[8];
vertices[0].Set(-1.5f, -0.5f);
vertices[1].Set(1.5f, -0.5f);
vertices[2].Set(1.5f, 0.0f);
vertices[3].Set(0.0f, 0.9f);
vertices[4].Set(-1.15f, 0.9f);
vertices[5].Set(-1.5f, 0.2f);
chassis.Set(vertices, 6);
b2CircleShape circle;
circle.m_radius = 0.4f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 1.0f);
m_car = m_world->CreateBody(&bd);
m_car->CreateFixture(&chassis, 1.0f);
b2FixtureDef fd;
fd.shape = &circle;
fd.density = 1.0f;
fd.friction = 0.9f;
bd.position.Set(-1.0f, 0.35f);
m_wheel1 = m_world->CreateBody(&bd);
m_wheel1->CreateFixture(&fd);
bd.position.Set(1.0f, 0.4f);
m_wheel2 = m_world->CreateBody(&bd);
m_wheel2->CreateFixture(&fd);
b2WheelJointDef jd;
b2Vec2 axis(0.0f, 1.0f);
float mass1 = m_wheel1->GetMass();
float mass2 = m_wheel2->GetMass();
float hertz = 4.0f;
float dampingRatio = 0.7f;
float omega = 2.0f * b2_pi * hertz;
jd.Initialize(m_car, m_wheel1, m_wheel1->GetPosition(), axis);
jd.motorSpeed = 0.0f;
jd.maxMotorTorque = 20.0f;
jd.enableMotor = true;
jd.stiffness = mass1 * omega * omega;
jd.damping = 2.0f * mass1 * dampingRatio * omega;
jd.lowerTranslation = -0.25f;
jd.upperTranslation = 0.25f;
jd.enableLimit = true;
m_spring1 = (b2WheelJoint*)m_world->CreateJoint(&jd);
jd.Initialize(m_car, m_wheel2, m_wheel2->GetPosition(), axis);
jd.motorSpeed = 0.0f;
jd.maxMotorTorque = 10.0f;
jd.enableMotor = false;
jd.stiffness = mass2 * omega * omega;
jd.damping = 2.0f * mass2 * dampingRatio * omega;
jd.lowerTranslation = -0.25f;
jd.upperTranslation = 0.25f;
jd.enableLimit = true;
m_spring2 = (b2WheelJoint*)m_world->CreateJoint(&jd);
}
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_A:
m_spring1->SetMotorSpeed(m_speed);
break;
case GLFW_KEY_S:
m_spring1->SetMotorSpeed(0.0f);
break;
case GLFW_KEY_D:
m_spring1->SetMotorSpeed(-m_speed);
break;
}
}
void Step(Settings& settings) override
{
g_debugDraw.DrawString(5, m_textLine, "Keys: left = a, brake = s, right = d, hz down = q, hz up = e");
m_textLine += m_textIncrement;
g_camera.m_center.x = m_car->GetPosition().x;
Test::Step(settings);
}
static Test* Create()
{
return new Car;
}
b2Body* m_car;
b2Body* m_wheel1;
b2Body* m_wheel2;
float m_speed;
b2WheelJoint* m_spring1;
b2WheelJoint* m_spring2;
};
static int testIndex = RegisterTest("Examples", "Car", Car::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#define TEST_BAD_BODY 0
class Chain : public Test
{
public:
Chain()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.6f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.friction = 0.2f;
b2RevoluteJointDef jd;
jd.collideConnected = false;
const float y = 25.0f;
b2Body* prevBody = ground;
for (int32 i = 0; i < 30; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.5f + i, y);
b2Body* body = m_world->CreateBody(&bd);
#if TEST_BAD_BODY == 1
if (i == 10)
{
// Test zero density dynamic body
fd.density = 0.0f;
}
else
{
fd.density = 20.0f;
}
#endif
body->CreateFixture(&fd);
b2Vec2 anchor(float(i), y);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
prevBody = body;
}
}
}
static Test* Create()
{
return new Chain;
}
};
static int testIndex = RegisterTest("Joints", "Chain", Chain::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class ChainProblem : public Test
{
public:
ChainProblem()
{
{
b2Vec2 g(0.0f, -10.0f);
m_world->SetGravity(g);
b2Body** bodies = (b2Body**)b2Alloc(2 * sizeof(b2Body*));
b2Joint** joints = (b2Joint**)b2Alloc(0 * sizeof(b2Joint*));
{
b2BodyDef bd;
bd.type = b2BodyType(0);
bodies[0] = m_world->CreateBody(&bd);
{
b2FixtureDef fd;
b2Vec2 v1(0.0f, 1.0f);
b2Vec2 v2(0.0f, 0.0f);
b2Vec2 v3(4.0f, 0.0f);
b2EdgeShape shape;
shape.SetTwoSided(v1, v2);
bodies[0]->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(v2, v3);
bodies[0]->CreateFixture(&shape, 0.0f);
}
}
{
b2BodyDef bd;
bd.type = b2BodyType(2);
//bd.position.Set(6.033980250358582e-01f, 3.028350114822388e+00f);
bd.position.Set(1.0f, 3.0f);
bodies[1] = m_world->CreateBody(&bd);
{
b2FixtureDef fd;
fd.friction = 0.2f;
fd.density = 10.0f;
b2PolygonShape shape;
b2Vec2 vs[8];
vs[0].Set(0.5f, -3.0f);
vs[1].Set(0.5f, 3.0f);
vs[2].Set(-0.5f, 3.0f);
vs[3].Set(-0.5f, -3.0f);
shape.Set(vs, 4);
fd.shape = &shape;
bodies[1]->CreateFixture(&fd);
}
}
b2Free(joints);
b2Free(bodies);
joints = NULL;
bodies = NULL;
}
}
static Test* Create()
{
return new ChainProblem;
}
};
static int testIndex = RegisterTest("Bugs", "Chain Problem", ChainProblem::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.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.SetTwoSided(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.SetTwoSided(b2Vec2(-8.0f, 1.0f), b2Vec2(-6.0f, 1.0f));
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(b2Vec2(-6.0f, 1.0f), b2Vec2(-4.0f, 1.0f));
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(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.CreateLoop(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);
float angle = 0.0f;
float 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) override
{
b2Vec2 v = m_character->GetLinearVelocity();
v.x = -5.0f;
m_character->SetLinearVelocity(v);
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "This tests various character collision shapes.");
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "Limitation: square and hexagon can snag on aligned boxes.");
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "Feature: edge chains have smooth collision inside and out.");
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new CharacterCollision;
}
b2Body* m_character;
};
static int testIndex = RegisterTest("Examples", "Character Collision", CharacterCollision::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class CircleStack : public Test
{
public:
enum
{
e_count = 10
};
CircleStack()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2CircleShape shape;
shape.m_radius = 1.0f;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0, 4.0f + 3.0f * i);
m_bodies[i] = m_world->CreateBody(&bd);
m_bodies[i]->CreateFixture(&shape, 1.0f);
m_bodies[i]->SetLinearVelocity(b2Vec2(0.0f, -50.0f));
}
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
//for (int32 i = 0; i < e_count; ++i)
//{
// printf("%g ", m_bodies[i]->GetWorldCenter().y);
//}
//for (int32 i = 0; i < e_count; ++i)
//{
// printf("%g ", m_bodies[i]->GetLinearVelocity().y);
//}
//printf("\n");
}
static Test* Create()
{
return new CircleStack;
}
b2Body* m_bodies[e_count];
};
static int testIndex = RegisterTest("Stacking", "Circles", CircleStack::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.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_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.SetTwoSided(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;
}
};
static int testIndex = RegisterTest("Examples", "Collision Filtering", CollisionFiltering::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#include <algorithm>
// This test shows collision processing and tests
// deferred body destruction.
class CollisionProcessing : public Test
{
public:
CollisionProcessing()
{
// Ground body
{
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-50.0f, 0.0f), b2Vec2(50.0f, 0.0f));
b2FixtureDef sd;
sd.shape = &shape;;
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&sd);
}
float xLo = -5.0f, xHi = 5.0f;
float yLo = 2.0f, yHi = 35.0f;
// 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;
b2BodyDef triangleBodyDef;
triangleBodyDef.type = b2_dynamicBody;
triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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);
triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
b2Body* body2 = m_world->CreateBody(&triangleBodyDef);
body2->CreateFixture(&triangleShapeDef);
// Small box
polygon.SetAsBox(1.0f, 0.5f);
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &polygon;
boxShapeDef.density = 1.0f;
b2BodyDef boxBodyDef;
boxBodyDef.type = b2_dynamicBody;
boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
b2Body* body3 = m_world->CreateBody(&boxBodyDef);
body3->CreateFixture(&boxShapeDef);
// Large box (recycle definitions)
polygon.SetAsBox(2.0f, 1.0f);
boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
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;
b2BodyDef circleBodyDef;
circleBodyDef.type = b2_dynamicBody;
circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
b2Body* body5 = m_world->CreateBody(&circleBodyDef);
body5->CreateFixture(&circleShapeDef);
// Large circle
circle.m_radius *= 2.0f;
circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
b2Body* body6 = m_world->CreateBody(&circleBodyDef);
body6->CreateFixture(&circleShapeDef);
}
void Step(Settings& settings) override
{
Test::Step(settings);
// We are going to destroy some bodies according to contact
// points. We must buffer the bodies that should be destroyed
// because they may belong to multiple contact points.
const int32 k_maxNuke = 6;
b2Body* nuke[k_maxNuke];
int32 nukeCount = 0;
// Traverse the contact results. Destroy bodies that
// are touching heavier bodies.
for (int32 i = 0; i < m_pointCount; ++i)
{
ContactPoint* point = m_points + i;
b2Body* body1 = point->fixtureA->GetBody();
b2Body* body2 = point->fixtureB->GetBody();
float mass1 = body1->GetMass();
float mass2 = body2->GetMass();
if (mass1 > 0.0f && mass2 > 0.0f)
{
if (mass2 > mass1)
{
nuke[nukeCount++] = body1;
}
else
{
nuke[nukeCount++] = body2;
}
if (nukeCount == k_maxNuke)
{
break;
}
}
}
// Sort the nuke array to group duplicates.
std::sort(nuke, nuke + nukeCount);
// Destroy the bodies, skipping duplicates.
int32 i = 0;
while (i < nukeCount)
{
b2Body* b = nuke[i++];
while (i < nukeCount && nuke[i] == b)
{
++i;
}
if (b != m_bomb)
{
m_world->DestroyBody(b);
}
}
}
static Test* Create()
{
return new CollisionProcessing;
}
};
static int testIndex = RegisterTest("Examples", "Collision Processing", CollisionProcessing::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#include "imgui/imgui.h"
class CompoundShapes : public Test
{
public:
CompoundShapes()
{
{
b2BodyDef bd;
bd.position.Set(0.0f, 0.0f);
b2Body* body = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(50.0f, 0.0f), b2Vec2(-50.0f, 0.0f));
body->CreateFixture(&shape, 0.0f);
}
// Table 1
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-15.0f, 1.0f);
m_table1 = m_world->CreateBody(&bd);
b2PolygonShape top;
top.SetAsBox(3.0f, 0.5f, b2Vec2(0.0f, 3.5f), 0.0f);
b2PolygonShape leftLeg;
leftLeg.SetAsBox(0.5f, 1.5f, b2Vec2(-2.5f, 1.5f), 0.0f);
b2PolygonShape rightLeg;
rightLeg.SetAsBox(0.5f, 1.5f, b2Vec2(2.5f, 1.5f), 0.0f);
m_table1->CreateFixture(&top, 2.0f);
m_table1->CreateFixture(&leftLeg, 2.0f);
m_table1->CreateFixture(&rightLeg, 2.0f);
}
// Table 2
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-5.0f, 1.0f);
m_table2 = m_world->CreateBody(&bd);
b2PolygonShape top;
top.SetAsBox(3.0f, 0.5f, b2Vec2(0.0f, 3.5f), 0.0f);
b2PolygonShape leftLeg;
leftLeg.SetAsBox(0.5f, 2.0f, b2Vec2(-2.5f, 2.0f), 0.0f);
b2PolygonShape rightLeg;
rightLeg.SetAsBox(0.5f, 2.0f, b2Vec2(2.5f, 2.0f), 0.0f);
m_table2->CreateFixture(&top, 2.0f);
m_table2->CreateFixture(&leftLeg, 2.0f);
m_table2->CreateFixture(&rightLeg, 2.0f);
}
// Spaceship 1
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(5.0f, 1.0f);
m_ship1 = m_world->CreateBody(&bd);
b2Vec2 vertices[3];
b2PolygonShape left;
vertices[0].Set(-2.0f, 0.0f);
vertices[1].Set(0.0f, 4.0f / 3.0f);
vertices[2].Set(0.0f, 4.0f);
left.Set(vertices, 3);
b2PolygonShape right;
vertices[0].Set(2.0f, 0.0f);
vertices[1].Set(0.0f, 4.0f / 3.0f);
vertices[2].Set(0.0f, 4.0f);
right.Set(vertices, 3);
m_ship1->CreateFixture(&left, 2.0f);
m_ship1->CreateFixture(&right, 2.0f);
}
// Spaceship 2
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(15.0f, 1.0f);
m_ship2 = m_world->CreateBody(&bd);
b2Vec2 vertices[3];
b2PolygonShape left;
vertices[0].Set(-2.0f, 0.0f);
vertices[1].Set(1.0f, 2.0f);
vertices[2].Set(0.0f, 4.0f);
left.Set(vertices, 3);
b2PolygonShape right;
vertices[0].Set(2.0f, 0.0f);
vertices[1].Set(-1.0f, 2.0f);
vertices[2].Set(0.0f, 4.0f);
right.Set(vertices, 3);
m_ship2->CreateFixture(&left, 2.0f);
m_ship2->CreateFixture(&right, 2.0f);
}
}
void Spawn()
{
// Table 1 obstruction
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = m_table1->GetPosition();
bd.angle = m_table1->GetAngle();
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape box;
box.SetAsBox(4.0f, 0.1f, b2Vec2(0.0f, 3.0f), 0.0f);
body->CreateFixture(&box, 2.0f);
}
// Table 2 obstruction
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = m_table2->GetPosition();
bd.angle = m_table2->GetAngle();
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape box;
box.SetAsBox(4.0f, 0.1f, b2Vec2(0.0f, 3.0f), 0.0f);
body->CreateFixture(&box, 2.0f);
}
// Ship 1 obstruction
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = m_ship1->GetPosition();
bd.angle = m_ship1->GetAngle();
bd.gravityScale = 0.0f;
b2Body* body = m_world->CreateBody(&bd);
b2CircleShape circle;
circle.m_radius = 0.5f;
circle.m_p.Set(0.0f, 2.0f);
body->CreateFixture(&circle, 2.0f);
}
// Ship 2 obstruction
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = m_ship2->GetPosition();
bd.angle = m_ship2->GetAngle();
bd.gravityScale = 0.0f;
b2Body* body = m_world->CreateBody(&bd);
b2CircleShape circle;
circle.m_radius = 0.5f;
circle.m_p.Set(0.0f, 2.0f);
body->CreateFixture(&circle, 2.0f);
}
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(200.0f, 100.0f));
ImGui::Begin("Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
if (ImGui::Button("Spawn"))
{
Spawn();
}
ImGui::End();
}
static Test* Create()
{
return new CompoundShapes;
}
b2Body* m_table1;
b2Body* m_table2;
b2Body* m_ship1;
b2Body* m_ship2;
};
static int testIndex = RegisterTest("Examples", "Compound Shapes", CompoundShapes::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.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.SetTwoSided(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
// Left wall
shape.SetTwoSided(b2Vec2(-10.0f, 0.0f), b2Vec2(-10.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
// Right wall
shape.SetTwoSided(b2Vec2(10.0f, 0.0f), b2Vec2(10.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
// Roof
shape.SetTwoSided(b2Vec2(-10.0f, 20.0f), b2Vec2(10.0f, 20.0f));
ground->CreateFixture(&shape, 0.0f);
}
float 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()
{
float 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(int key) override
{
switch (key)
{
case GLFW_KEY_C:
CreateCircle();
break;
}
}
void Step(Settings& settings) override
{
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 += 0.0f;
}
}
g_debugDraw.DrawString(5, m_textLine, "Press 'c' to create a circle.");
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new Confined;
}
};
static int testIndex = RegisterTest("Solver", "Confined", Confined::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class ContinuousTest : public Test
{
public:
ContinuousTest()
{
{
b2BodyDef bd;
bd.position.Set(0.0f, 0.0f);
b2Body* body = m_world->CreateBody(&bd);
b2EdgeShape edge;
edge.SetTwoSided(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f));
body->CreateFixture(&edge, 0.0f);
b2PolygonShape shape;
shape.SetAsBox(0.2f, 1.0f, b2Vec2(0.5f, 1.0f), 0.0f);
body->CreateFixture(&shape, 0.0f);
}
#if 1
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 20.0f);
//bd.angle = 0.1f;
b2PolygonShape shape;
shape.SetAsBox(2.0f, 0.1f);
m_body = m_world->CreateBody(&bd);
m_body->CreateFixture(&shape, 1.0f);
m_angularVelocity = RandomFloat(-50.0f, 50.0f);
//m_angularVelocity = 46.661274f;
m_body->SetLinearVelocity(b2Vec2(0.0f, -100.0f));
m_body->SetAngularVelocity(m_angularVelocity);
}
#else
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 2.0f);
b2Body* body = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_p.SetZero();
shape.m_radius = 0.5f;
body->CreateFixture(&shape, 1.0f);
bd.bullet = true;
bd.position.Set(0.0f, 10.0f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 1.0f);
body->SetLinearVelocity(b2Vec2(0.0f, -100.0f));
}
#endif
extern B2_API int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
extern B2_API int32 b2_toiCalls, b2_toiIters;
extern B2_API int32 b2_toiRootIters, b2_toiMaxRootIters;
extern B2_API float b2_toiTime, b2_toiMaxTime;
b2_gjkCalls = 0; b2_gjkIters = 0; b2_gjkMaxIters = 0;
b2_toiCalls = 0; b2_toiIters = 0;
b2_toiRootIters = 0; b2_toiMaxRootIters = 0;
b2_toiTime = 0.0f; b2_toiMaxTime = 0.0f;
}
void Launch()
{
extern B2_API int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
extern B2_API int32 b2_toiCalls, b2_toiIters;
extern B2_API int32 b2_toiRootIters, b2_toiMaxRootIters;
extern B2_API float b2_toiTime, b2_toiMaxTime;
b2_gjkCalls = 0; b2_gjkIters = 0; b2_gjkMaxIters = 0;
b2_toiCalls = 0; b2_toiIters = 0;
b2_toiRootIters = 0; b2_toiMaxRootIters = 0;
b2_toiTime = 0.0f; b2_toiMaxTime = 0.0f;
m_body->SetTransform(b2Vec2(0.0f, 20.0f), 0.0f);
m_angularVelocity = RandomFloat(-50.0f, 50.0f);
m_body->SetLinearVelocity(b2Vec2(0.0f, -100.0f));
m_body->SetAngularVelocity(m_angularVelocity);
}
void Step(Settings& settings) override
{
Test::Step(settings);
extern B2_API int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
if (b2_gjkCalls > 0)
{
g_debugDraw.DrawString(5, m_textLine, "gjk calls = %d, ave gjk iters = %3.1f, max gjk iters = %d",
b2_gjkCalls, b2_gjkIters / float(b2_gjkCalls), b2_gjkMaxIters);
m_textLine += m_textIncrement;
}
extern B2_API int32 b2_toiCalls, b2_toiIters;
extern B2_API int32 b2_toiRootIters, b2_toiMaxRootIters;
extern B2_API float b2_toiTime, b2_toiMaxTime;
if (b2_toiCalls > 0)
{
g_debugDraw.DrawString(5, m_textLine, "toi calls = %d, ave [max] toi iters = %3.1f [%d]",
b2_toiCalls, b2_toiIters / float(b2_toiCalls), b2_toiMaxRootIters);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "ave [max] toi root iters = %3.1f [%d]",
b2_toiRootIters / float(b2_toiCalls), b2_toiMaxRootIters);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "ave [max] toi time = %.1f [%.1f] (microseconds)",
1000.0f * b2_toiTime / float(b2_toiCalls), 1000.0f * b2_toiMaxTime);
m_textLine += m_textIncrement;
}
if (m_stepCount % 60 == 0)
{
//Launch();
}
}
static Test* Create()
{
return new ContinuousTest;
}
b2Body* m_body;
float m_angularVelocity;
};
static int testIndex = RegisterTest("Continuous", "Continuous Test", ContinuousTest::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class ConvexHull : public Test
{
public:
enum
{
e_count = b2_maxPolygonVertices
};
ConvexHull()
{
Generate();
m_auto = false;
}
void Generate()
{
b2Vec2 lowerBound(-8.0f, -8.0f);
b2Vec2 upperBound(8.0f, 8.0f);
for (int32 i = 0; i < e_count; ++i)
{
float x = 10.0f * RandomFloat();
float y = 10.0f * RandomFloat();
// Clamp onto a square to help create collinearities.
// This will stress the convex hull algorithm.
b2Vec2 v(x, y);
v = b2Clamp(v, lowerBound, upperBound);
m_points[i] = v;
}
m_count = e_count;
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_A:
m_auto = !m_auto;
break;
case GLFW_KEY_G:
Generate();
break;
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
b2PolygonShape shape;
shape.Set(m_points, m_count);
g_debugDraw.DrawString(5, m_textLine, "Press g to generate a new random convex hull");
m_textLine += m_textIncrement;
g_debugDraw.DrawPolygon(shape.m_vertices, shape.m_count, b2Color(0.9f, 0.9f, 0.9f));
for (int32 i = 0; i < m_count; ++i)
{
g_debugDraw.DrawPoint(m_points[i], 3.0f, b2Color(0.3f, 0.9f, 0.3f));
g_debugDraw.DrawString(m_points[i] + b2Vec2(0.05f, 0.05f), "%d", i);
}
if (shape.Validate() == false)
{
m_textLine += 0;
}
if (m_auto)
{
Generate();
}
}
static Test* Create()
{
return new ConvexHull;
}
b2Vec2 m_points[b2_maxPolygonVertices];
int32 m_count;
bool m_auto;
};
static int testIndex = RegisterTest("Geometry", "Convex Hull", ConvexHull::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class ConveyorBelt : public Test
{
public:
ConveyorBelt()
{
// Ground
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
// Platform
{
b2BodyDef bd;
bd.position.Set(-5.0f, 5.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(10.0f, 0.5f);
b2FixtureDef fd;
fd.shape = &shape;
fd.friction = 0.8f;
m_platform = body->CreateFixture(&fd);
}
// Boxes
for (int32 i = 0; i < 5; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f + 2.0f * i, 7.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
body->CreateFixture(&shape, 20.0f);
}
}
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold) override
{
Test::PreSolve(contact, oldManifold);
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
if (fixtureA == m_platform)
{
contact->SetTangentSpeed(5.0f);
}
if (fixtureB == m_platform)
{
contact->SetTangentSpeed(-5.0f);
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
}
static Test* Create()
{
return new ConveyorBelt;
}
b2Fixture* m_platform;
};
static int testIndex = RegisterTest("Examples", "Conveyor Belt", ConveyorBelt::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#include "imgui/imgui.h"
// This tests distance joints, body destruction, and joint destruction.
class DistanceJoint : public Test
{
public:
DistanceJoint()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.angularDamping = 0.1f;
bd.position.Set(0.0f, 5.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
body->CreateFixture(&shape, 5.0f);
m_hertz = 1.0f;
m_dampingRatio = 0.7f;
b2DistanceJointDef jd;
jd.Initialize(ground, body, b2Vec2(0.0f, 15.0f), bd.position);
jd.collideConnected = true;
m_length = jd.length;
m_minLength = m_length;
m_maxLength = m_length;
b2LinearStiffness(jd.stiffness, jd.damping, m_hertz, m_dampingRatio, jd.bodyA, jd.bodyB);
m_joint = (b2DistanceJoint*)m_world->CreateJoint(&jd);
}
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(260.0f, 150.0f));
ImGui::Begin("Joint Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
if (ImGui::SliderFloat("Length", &m_length, 0.0f, 20.0f, "%.0f"))
{
m_length = m_joint->SetLength(m_length);
}
if (ImGui::SliderFloat("Min Length", &m_minLength, 0.0f, 20.0f, "%.0f"))
{
m_minLength = m_joint->SetMinLength(m_minLength);
}
if (ImGui::SliderFloat("Max Length", &m_maxLength, 0.0f, 20.0f, "%.0f"))
{
m_maxLength = m_joint->SetMaxLength(m_maxLength);
}
if (ImGui::SliderFloat("Hertz", &m_hertz, 0.0f, 10.0f, "%.1f"))
{
float stiffness;
float damping;
b2LinearStiffness(stiffness, damping, m_hertz, m_dampingRatio, m_joint->GetBodyA(), m_joint->GetBodyB());
m_joint->SetStiffness(stiffness);
m_joint->SetDamping(damping);
}
if (ImGui::SliderFloat("Damping Ratio", &m_dampingRatio, 0.0f, 2.0f, "%.1f"))
{
float stiffness;
float damping;
b2LinearStiffness(stiffness, damping, m_hertz, m_dampingRatio, m_joint->GetBodyA(), m_joint->GetBodyB());
m_joint->SetStiffness(stiffness);
m_joint->SetDamping(damping);
}
ImGui::End();
}
static Test* Create()
{
return new DistanceJoint;
}
b2DistanceJoint* m_joint;
float m_length;
float m_minLength;
float m_maxLength;
float m_hertz;
float m_dampingRatio;
};
static int testIndex = RegisterTest("Joints", "Distance Joint", DistanceJoint::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#include "box2d/b2_distance.h"
class DistanceTest : public Test
{
public:
DistanceTest()
{
{
m_transformA.SetIdentity();
m_transformA.p.Set(0.0f, -0.2f);
m_polygonA.SetAsBox(10.0f, 0.2f);
}
{
m_positionB.Set(12.017401f, 0.13678508f);
m_angleB = -0.0109265f;
m_transformB.Set(m_positionB, m_angleB);
m_polygonB.SetAsBox(2.0f, 0.1f);
}
}
static Test* Create()
{
return new DistanceTest;
}
void Step(Settings& settings) override
{
Test::Step(settings);
b2DistanceInput input;
input.proxyA.Set(&m_polygonA, 0);
input.proxyB.Set(&m_polygonB, 0);
input.transformA = m_transformA;
input.transformB = m_transformB;
input.useRadii = true;
b2SimplexCache cache;
cache.count = 0;
b2DistanceOutput output;
b2Distance(&output, &cache, &input);
g_debugDraw.DrawString(5, m_textLine, "distance = %g", output.distance);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "iterations = %d", output.iterations);
m_textLine += m_textIncrement;
{
b2Color color(0.9f, 0.9f, 0.9f);
b2Vec2 v[b2_maxPolygonVertices];
for (int32 i = 0; i < m_polygonA.m_count; ++i)
{
v[i] = b2Mul(m_transformA, m_polygonA.m_vertices[i]);
}
g_debugDraw.DrawPolygon(v, m_polygonA.m_count, color);
for (int32 i = 0; i < m_polygonB.m_count; ++i)
{
v[i] = b2Mul(m_transformB, m_polygonB.m_vertices[i]);
}
g_debugDraw.DrawPolygon(v, m_polygonB.m_count, color);
}
b2Vec2 x1 = output.pointA;
b2Vec2 x2 = output.pointB;
b2Color c1(1.0f, 0.0f, 0.0f);
g_debugDraw.DrawPoint(x1, 4.0f, c1);
b2Color c2(1.0f, 1.0f, 0.0f);
g_debugDraw.DrawPoint(x2, 4.0f, c2);
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_A:
m_positionB.x -= 0.1f;
break;
case GLFW_KEY_D:
m_positionB.x += 0.1f;
break;
case GLFW_KEY_S:
m_positionB.y -= 0.1f;
break;
case GLFW_KEY_W:
m_positionB.y += 0.1f;
break;
case GLFW_KEY_Q:
m_angleB += 0.1f * b2_pi;
break;
case GLFW_KEY_E:
m_angleB -= 0.1f * b2_pi;
break;
}
m_transformB.Set(m_positionB, m_angleB);
}
b2Vec2 m_positionB;
float m_angleB;
b2Transform m_transformA;
b2Transform m_transformB;
b2PolygonShape m_polygonA;
b2PolygonShape m_polygonB;
};
static int testIndex = RegisterTest("Geometry", "Distance Test", DistanceTest::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class Dominos : public Test
{
public:
Dominos()
{
b2Body* b1;
{
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
b2BodyDef bd;
b1 = m_world->CreateBody(&bd);
b1->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(6.0f, 0.25f);
b2BodyDef bd;
bd.position.Set(-1.5f, 10.0f);
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.1f, 1.0f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.friction = 0.1f;
for (int i = 0; i < 10; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-6.0f + 1.0f * i, 11.25f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
}
{
b2PolygonShape shape;
shape.SetAsBox(7.0f, 0.25f, b2Vec2_zero, 0.3f);
b2BodyDef bd;
bd.position.Set(1.0f, 6.0f);
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
b2Body* b2;
{
b2PolygonShape shape;
shape.SetAsBox(0.25f, 1.5f);
b2BodyDef bd;
bd.position.Set(-7.0f, 4.0f);
b2 = m_world->CreateBody(&bd);
b2->CreateFixture(&shape, 0.0f);
}
b2Body* b3;
{
b2PolygonShape shape;
shape.SetAsBox(6.0f, 0.125f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-0.9f, 1.0f);
bd.angle = -0.15f;
b3 = m_world->CreateBody(&bd);
b3->CreateFixture(&shape, 10.0f);
}
b2RevoluteJointDef jd;
b2Vec2 anchor;
anchor.Set(-2.0f, 1.0f);
jd.Initialize(b1, b3, anchor);
jd.collideConnected = true;
m_world->CreateJoint(&jd);
b2Body* b4;
{
b2PolygonShape shape;
shape.SetAsBox(0.25f, 0.25f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f, 15.0f);
b4 = m_world->CreateBody(&bd);
b4->CreateFixture(&shape, 10.0f);
}
anchor.Set(-7.0f, 15.0f);
jd.Initialize(b2, b4, anchor);
m_world->CreateJoint(&jd);
b2Body* b5;
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(6.5f, 3.0f);
b5 = m_world->CreateBody(&bd);
b2PolygonShape shape;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 10.0f;
fd.friction = 0.1f;
shape.SetAsBox(1.0f, 0.1f, b2Vec2(0.0f, -0.9f), 0.0f);
b5->CreateFixture(&fd);
shape.SetAsBox(0.1f, 1.0f, b2Vec2(-0.9f, 0.0f), 0.0f);
b5->CreateFixture(&fd);
shape.SetAsBox(0.1f, 1.0f, b2Vec2(0.9f, 0.0f), 0.0f);
b5->CreateFixture(&fd);
}
anchor.Set(6.0f, 2.0f);
jd.Initialize(b1, b5, anchor);
m_world->CreateJoint(&jd);
b2Body* b6;
{
b2PolygonShape shape;
shape.SetAsBox(1.0f, 0.1f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(6.5f, 4.1f);
b6 = m_world->CreateBody(&bd);
b6->CreateFixture(&shape, 30.0f);
}
anchor.Set(7.5f, 4.0f);
jd.Initialize(b5, b6, anchor);
m_world->CreateJoint(&jd);
b2Body* b7;
{
b2PolygonShape shape;
shape.SetAsBox(0.1f, 1.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(7.4f, 1.0f);
b7 = m_world->CreateBody(&bd);
b7->CreateFixture(&shape, 10.0f);
}
b2DistanceJointDef djd;
djd.bodyA = b3;
djd.bodyB = b7;
djd.localAnchorA.Set(6.0f, 0.0f);
djd.localAnchorB.Set(0.0f, -1.0f);
b2Vec2 d = djd.bodyB->GetWorldPoint(djd.localAnchorB) - djd.bodyA->GetWorldPoint(djd.localAnchorA);
djd.length = d.Length();
b2LinearStiffness(djd.stiffness, djd.damping, 1.0f, 1.0f, djd.bodyA, djd.bodyB);
m_world->CreateJoint(&djd);
{
float radius = 0.2f;
b2CircleShape shape;
shape.m_radius = radius;
for (int32 i = 0; i < 4; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(5.9f + 2.0f * radius * i, 2.4f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 10.0f);
}
}
}
static Test* Create()
{
return new Dominos;
}
};
static int testIndex = RegisterTest("Examples", "Dominos", Dominos::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
// This test holds worlds dumped using b2World::Dump.
class DumpLoader : public Test
{
public:
DumpLoader()
{
b2ChainShape chainShape;
b2Vec2 vertices[] = {b2Vec2(-5,0), b2Vec2(5,0), b2Vec2(5,5), b2Vec2(4,1), b2Vec2(-4,1), b2Vec2(-5,5)};
chainShape.CreateLoop(vertices, 6);
b2FixtureDef groundFixtureDef;
groundFixtureDef.density = 0;
groundFixtureDef.shape = &chainShape;
b2BodyDef groundBodyDef;
groundBodyDef.type = b2_staticBody;
b2Body *groundBody = m_world->CreateBody(&groundBodyDef);
b2Fixture *groundBodyFixture = groundBody->CreateFixture(&groundFixtureDef);
b2CircleShape ballShape;
ballShape.m_radius = 1;
b2FixtureDef ballFixtureDef;
ballFixtureDef.restitution = 0.75f;
ballFixtureDef.density = 1;
ballFixtureDef.shape = &ballShape;
b2BodyDef ballBodyDef;
ballBodyDef.type = b2BodyType::b2_dynamicBody;
ballBodyDef.position = b2Vec2(0, 10);
// ballBodyDef.angularDamping = 0.2f;
m_ball = m_world->CreateBody(&ballBodyDef);
b2Fixture *ballFixture = m_ball->CreateFixture(&ballFixtureDef);
m_ball->ApplyForceToCenter(b2Vec2(-1000, -400), true);
}
void Step(Settings& settings) override
{
b2Vec2 v = m_ball->GetLinearVelocity();
float omega = m_ball->GetAngularVelocity();
b2MassData massData;
m_ball->GetMassData(&massData);
float ke = 0.5f * massData.mass * b2Dot(v, v) + 0.5f * massData.I * omega * omega;
g_debugDraw.DrawString(5, m_textLine, "kinetic energy = %.6f", ke);
m_textLine += m_textIncrement;
Test::Step(settings);
}
static Test* Create()
{
return new DumpLoader;
}
b2Body* m_ball;
};
static int testIndex = RegisterTest("Bugs", "Dump Loader", DumpLoader::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class DynamicTree : public Test
{
public:
enum
{
e_actorCount = 128
};
DynamicTree()
{
m_worldExtent = 15.0f;
m_proxyExtent = 0.5f;
srand(888);
for (int32 i = 0; i < e_actorCount; ++i)
{
Actor* actor = m_actors + i;
GetRandomAABB(&actor->aabb);
actor->proxyId = m_tree.CreateProxy(actor->aabb, actor);
}
m_stepCount = 0;
float h = m_worldExtent;
m_queryAABB.lowerBound.Set(-3.0f, -4.0f + h);
m_queryAABB.upperBound.Set(5.0f, 6.0f + h);
m_rayCastInput.p1.Set(-5.0, 5.0f + h);
m_rayCastInput.p2.Set(7.0f, -4.0f + h);
//m_rayCastInput.p1.Set(0.0f, 2.0f + h);
//m_rayCastInput.p2.Set(0.0f, -2.0f + h);
m_rayCastInput.maxFraction = 1.0f;
m_automated = false;
}
static Test* Create()
{
return new DynamicTree;
}
void Step(Settings& settings) override
{
B2_NOT_USED(settings);
m_rayActor = NULL;
for (int32 i = 0; i < e_actorCount; ++i)
{
m_actors[i].fraction = 1.0f;
m_actors[i].overlap = false;
}
if (m_automated == true)
{
int32 actionCount = b2Max(1, e_actorCount >> 2);
for (int32 i = 0; i < actionCount; ++i)
{
Action();
}
}
Query();
RayCast();
for (int32 i = 0; i < e_actorCount; ++i)
{
Actor* actor = m_actors + i;
if (actor->proxyId == b2_nullNode)
continue;
b2Color c(0.9f, 0.9f, 0.9f);
if (actor == m_rayActor && actor->overlap)
{
c.Set(0.9f, 0.6f, 0.6f);
}
else if (actor == m_rayActor)
{
c.Set(0.6f, 0.9f, 0.6f);
}
else if (actor->overlap)
{
c.Set(0.6f, 0.6f, 0.9f);
}
g_debugDraw.DrawAABB(&actor->aabb, c);
}
b2Color c(0.7f, 0.7f, 0.7f);
g_debugDraw.DrawAABB(&m_queryAABB, c);
g_debugDraw.DrawSegment(m_rayCastInput.p1, m_rayCastInput.p2, c);
b2Color c1(0.2f, 0.9f, 0.2f);
b2Color c2(0.9f, 0.2f, 0.2f);
g_debugDraw.DrawPoint(m_rayCastInput.p1, 6.0f, c1);
g_debugDraw.DrawPoint(m_rayCastInput.p2, 6.0f, c2);
if (m_rayActor)
{
b2Color cr(0.2f, 0.2f, 0.9f);
b2Vec2 p = m_rayCastInput.p1 + m_rayActor->fraction * (m_rayCastInput.p2 - m_rayCastInput.p1);
g_debugDraw.DrawPoint(p, 6.0f, cr);
}
{
int32 height = m_tree.GetHeight();
g_debugDraw.DrawString(5, m_textLine, "dynamic tree height = %d", height);
m_textLine += m_textIncrement;
}
++m_stepCount;
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_A:
m_automated = !m_automated;
break;
case GLFW_KEY_C:
CreateProxy();
break;
case GLFW_KEY_D:
DestroyProxy();
break;
case GLFW_KEY_M:
MoveProxy();
break;
}
}
bool QueryCallback(int32 proxyId)
{
Actor* actor = (Actor*)m_tree.GetUserData(proxyId);
actor->overlap = b2TestOverlap(m_queryAABB, actor->aabb);
return true;
}
float RayCastCallback(const b2RayCastInput& input, int32 proxyId)
{
Actor* actor = (Actor*)m_tree.GetUserData(proxyId);
b2RayCastOutput output;
bool hit = actor->aabb.RayCast(&output, input);
if (hit)
{
m_rayCastOutput = output;
m_rayActor = actor;
m_rayActor->fraction = output.fraction;
return output.fraction;
}
return input.maxFraction;
}
private:
struct Actor
{
b2AABB aabb;
float fraction;
bool overlap;
int32 proxyId;
};
void GetRandomAABB(b2AABB* aabb)
{
b2Vec2 w; w.Set(2.0f * m_proxyExtent, 2.0f * m_proxyExtent);
//aabb->lowerBound.x = -m_proxyExtent;
//aabb->lowerBound.y = -m_proxyExtent + m_worldExtent;
aabb->lowerBound.x = RandomFloat(-m_worldExtent, m_worldExtent);
aabb->lowerBound.y = RandomFloat(0.0f, 2.0f * m_worldExtent);
aabb->upperBound = aabb->lowerBound + w;
}
void MoveAABB(b2AABB* aabb)
{
b2Vec2 d;
d.x = RandomFloat(-0.5f, 0.5f);
d.y = RandomFloat(-0.5f, 0.5f);
//d.x = 2.0f;
//d.y = 0.0f;
aabb->lowerBound += d;
aabb->upperBound += d;
b2Vec2 c0 = 0.5f * (aabb->lowerBound + aabb->upperBound);
b2Vec2 min; min.Set(-m_worldExtent, 0.0f);
b2Vec2 max; max.Set(m_worldExtent, 2.0f * m_worldExtent);
b2Vec2 c = b2Clamp(c0, min, max);
aabb->lowerBound += c - c0;
aabb->upperBound += c - c0;
}
void CreateProxy()
{
for (int32 i = 0; i < e_actorCount; ++i)
{
int32 j = rand() % e_actorCount;
Actor* actor = m_actors + j;
if (actor->proxyId == b2_nullNode)
{
GetRandomAABB(&actor->aabb);
actor->proxyId = m_tree.CreateProxy(actor->aabb, actor);
return;
}
}
}
void DestroyProxy()
{
for (int32 i = 0; i < e_actorCount; ++i)
{
int32 j = rand() % e_actorCount;
Actor* actor = m_actors + j;
if (actor->proxyId != b2_nullNode)
{
m_tree.DestroyProxy(actor->proxyId);
actor->proxyId = b2_nullNode;
return;
}
}
}
void MoveProxy()
{
for (int32 i = 0; i < e_actorCount; ++i)
{
int32 j = rand() % e_actorCount;
Actor* actor = m_actors + j;
if (actor->proxyId == b2_nullNode)
{
continue;
}
b2AABB aabb0 = actor->aabb;
MoveAABB(&actor->aabb);
b2Vec2 displacement = actor->aabb.GetCenter() - aabb0.GetCenter();
m_tree.MoveProxy(actor->proxyId, actor->aabb, displacement);
return;
}
}
void Action()
{
int32 choice = rand() % 20;
switch (choice)
{
case 0:
CreateProxy();
break;
case 1:
DestroyProxy();
break;
default:
MoveProxy();
}
}
void Query()
{
m_tree.Query(this, m_queryAABB);
for (int32 i = 0; i < e_actorCount; ++i)
{
if (m_actors[i].proxyId == b2_nullNode)
{
continue;
}
bool overlap = b2TestOverlap(m_queryAABB, m_actors[i].aabb);
B2_NOT_USED(overlap);
b2Assert(overlap == m_actors[i].overlap);
}
}
void RayCast()
{
m_rayActor = NULL;
b2RayCastInput input = m_rayCastInput;
// Ray cast against the dynamic tree.
m_tree.RayCast(this, input);
// Brute force ray cast.
Actor* bruteActor = NULL;
b2RayCastOutput bruteOutput;
for (int32 i = 0; i < e_actorCount; ++i)
{
if (m_actors[i].proxyId == b2_nullNode)
{
continue;
}
b2RayCastOutput output;
bool hit = m_actors[i].aabb.RayCast(&output, input);
if (hit)
{
bruteActor = m_actors + i;
bruteOutput = output;
input.maxFraction = output.fraction;
}
}
if (bruteActor != NULL)
{
b2Assert(bruteOutput.fraction == m_rayCastOutput.fraction);
}
}
float m_worldExtent;
float m_proxyExtent;
b2DynamicTree m_tree;
b2AABB m_queryAABB;
b2RayCastInput m_rayCastInput;
b2RayCastOutput m_rayCastOutput;
Actor* m_rayActor;
Actor m_actors[e_actorCount];
int32 m_stepCount;
bool m_automated;
};
static int testIndex = RegisterTest("Collision", "Dynamic Tree", DynamicTree::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "settings.h"
#include "test.h"
class EdgeShapesCallback : public b2RayCastCallback
{
public:
EdgeShapesCallback()
{
m_fixture = NULL;
}
float ReportFixture(b2Fixture* fixture, const b2Vec2& point,
const b2Vec2& normal, float fraction) override
{
m_fixture = fixture;
m_point = point;
m_normal = normal;
return fraction;
}
b2Fixture* m_fixture;
b2Vec2 m_point;
b2Vec2 m_normal;
};
class EdgeShapes : public Test
{
public:
enum
{
e_maxBodies = 256
};
EdgeShapes()
{
// Ground body
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
float x1 = -20.0f;
float y1 = 2.0f * cosf(x1 / 10.0f * b2_pi);
for (int32 i = 0; i < 80; ++i)
{
float x2 = x1 + 0.5f;
float y2 = 2.0f * cosf(x2 / 10.0f * b2_pi);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(x1, y1), b2Vec2(x2, y2));
ground->CreateFixture(&shape, 0.0f);
x1 = x2;
y1 = y2;
}
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[0].Set(vertices, 3);
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.1f, 0.0f);
vertices[1].Set(0.1f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[1].Set(vertices, 3);
}
{
float w = 1.0f;
float b = w / (2.0f + b2Sqrt(2.0f));
float s = b2Sqrt(2.0f) * b;
b2Vec2 vertices[8];
vertices[0].Set(0.5f * s, 0.0f);
vertices[1].Set(0.5f * w, b);
vertices[2].Set(0.5f * w, b + s);
vertices[3].Set(0.5f * s, w);
vertices[4].Set(-0.5f * s, w);
vertices[5].Set(-0.5f * w, b + s);
vertices[6].Set(-0.5f * w, b);
vertices[7].Set(-0.5f * s, 0.0f);
m_polygons[2].Set(vertices, 8);
}
{
m_polygons[3].SetAsBox(0.5f, 0.5f);
}
{
m_circle.m_radius = 0.5f;
}
m_bodyIndex = 0;
memset(m_bodies, 0, sizeof(m_bodies));
m_angle = 0.0f;
}
void Create(int32 index)
{
if (m_bodies[m_bodyIndex] != NULL)
{
m_world->DestroyBody(m_bodies[m_bodyIndex]);
m_bodies[m_bodyIndex] = NULL;
}
b2BodyDef bd;
float x = RandomFloat(-10.0f, 10.0f);
float y = RandomFloat(10.0f, 20.0f);
bd.position.Set(x, y);
bd.angle = RandomFloat(-b2_pi, b2_pi);
bd.type = b2_dynamicBody;
if (index == 4)
{
bd.angularDamping = 0.02f;
}
m_bodies[m_bodyIndex] = m_world->CreateBody(&bd);
if (index < 4)
{
b2FixtureDef fd;
fd.shape = m_polygons + index;
fd.friction = 0.3f;
fd.density = 20.0f;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
else
{
b2FixtureDef fd;
fd.shape = &m_circle;
fd.friction = 0.3f;
fd.density = 20.0f;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
m_bodyIndex = (m_bodyIndex + 1) % e_maxBodies;
}
void DestroyBody()
{
for (int32 i = 0; i < e_maxBodies; ++i)
{
if (m_bodies[i] != NULL)
{
m_world->DestroyBody(m_bodies[i]);
m_bodies[i] = NULL;
return;
}
}
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_1:
case GLFW_KEY_2:
case GLFW_KEY_3:
case GLFW_KEY_4:
case GLFW_KEY_5:
Create(key - GLFW_KEY_1);
break;
case GLFW_KEY_D:
DestroyBody();
break;
}
}
void Step(Settings& settings) override
{
bool advanceRay = settings.m_pause == 0 || settings.m_singleStep;
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "Press 1-5 to drop stuff");
m_textLine += m_textIncrement;
float L = 25.0f;
b2Vec2 point1(0.0f, 10.0f);
b2Vec2 d(L * cosf(m_angle), -L * b2Abs(sinf(m_angle)));
b2Vec2 point2 = point1 + d;
EdgeShapesCallback callback;
m_world->RayCast(&callback, point1, point2);
if (callback.m_fixture)
{
g_debugDraw.DrawPoint(callback.m_point, 5.0f, b2Color(0.4f, 0.9f, 0.4f));
g_debugDraw.DrawSegment(point1, callback.m_point, b2Color(0.8f, 0.8f, 0.8f));
b2Vec2 head = callback.m_point + 0.5f * callback.m_normal;
g_debugDraw.DrawSegment(callback.m_point, head, b2Color(0.9f, 0.9f, 0.4f));
}
else
{
g_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f));
}
if (advanceRay)
{
m_angle += 0.25f * b2_pi / 180.0f;
}
}
static Test* Create()
{
return new EdgeShapes;
}
int32 m_bodyIndex;
b2Body* m_bodies[e_maxBodies];
b2PolygonShape m_polygons[4];
b2CircleShape m_circle;
float m_angle;
};
static int testIndex = RegisterTest("Geometry", "Edge Shapes", EdgeShapes::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#include "imgui/imgui.h"
class EdgeTest : public Test
{
public:
EdgeTest()
{
b2Vec2 vertices[10] =
{
{10.0f, -4.0f},
{10.0f, 0.0f},
{6.0f, 0.0f},
{4.0f, 2.0f},
{2.0f, 0.0f},
{-2.0f, 0.0f},
{-6.0f, 0.0f},
{-8.0f, -3.0f},
{-10.0f, 0.0f},
{-10.0f, -4.0f}
};
m_offset1.Set(0.0f, 8.0f);
m_offset2.Set(0.0f, 16.0f);
{
b2Vec2 v1 = vertices[0] + m_offset1;
b2Vec2 v2 = vertices[1] + m_offset1;
b2Vec2 v3 = vertices[2] + m_offset1;
b2Vec2 v4 = vertices[3] + m_offset1;
b2Vec2 v5 = vertices[4] + m_offset1;
b2Vec2 v6 = vertices[5] + m_offset1;
b2Vec2 v7 = vertices[6] + m_offset1;
b2Vec2 v8 = vertices[7] + m_offset1;
b2Vec2 v9 = vertices[8] + m_offset1;
b2Vec2 v10 = vertices[9] + m_offset1;
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetOneSided(v10, v1, v2, v3);
ground->CreateFixture(&shape, 0.0f);
shape.SetOneSided(v1, v2, v3, v4);
ground->CreateFixture(&shape, 0.0f);
shape.SetOneSided(v2, v3, v4, v5);
ground->CreateFixture(&shape, 0.0f);
shape.SetOneSided(v3, v4, v5, v6);
ground->CreateFixture(&shape, 0.0f);
shape.SetOneSided(v4, v5, v6, v7);
ground->CreateFixture(&shape, 0.0f);
shape.SetOneSided(v5, v6, v7, v8);
ground->CreateFixture(&shape, 0.0f);
shape.SetOneSided(v6, v7, v8, v9);
ground->CreateFixture(&shape, 0.0f);
shape.SetOneSided(v7, v8, v9, v10);
ground->CreateFixture(&shape, 0.0f);
shape.SetOneSided(v8, v9, v10, v1);
ground->CreateFixture(&shape, 0.0f);
shape.SetOneSided(v9, v10, v1, v2);
ground->CreateFixture(&shape, 0.0f);
}
{
b2Vec2 v1 = vertices[0] + m_offset2;
b2Vec2 v2 = vertices[1] + m_offset2;
b2Vec2 v3 = vertices[2] + m_offset2;
b2Vec2 v4 = vertices[3] + m_offset2;
b2Vec2 v5 = vertices[4] + m_offset2;
b2Vec2 v6 = vertices[5] + m_offset2;
b2Vec2 v7 = vertices[6] + m_offset2;
b2Vec2 v8 = vertices[7] + m_offset2;
b2Vec2 v9 = vertices[8] + m_offset2;
b2Vec2 v10 = vertices[9] + m_offset2;
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(v1, v2);
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(v2, v3);
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(v3, v4);
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(v4, v5);
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(v5, v6);
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(v6, v7);
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(v7, v8);
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(v8, v9);
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(v9, v10);
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(v10, v1);
ground->CreateFixture(&shape, 0.0f);
}
m_body1 = nullptr;
m_body2 = nullptr;
CreateBoxes();
m_boxes = true;
}
void CreateBoxes()
{
if (m_body1)
{
m_world->DestroyBody(m_body1);
m_body1 = nullptr;
}
if (m_body2)
{
m_world->DestroyBody(m_body2);
m_body2 = nullptr;
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = b2Vec2(8.0f, 2.6f) + m_offset1;
bd.allowSleep = false;
m_body1 = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 1.0f);
m_body1->CreateFixture(&shape, 1.0f);
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = b2Vec2(8.0f, 2.6f) + m_offset2;
bd.allowSleep = false;
m_body2 = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 1.0f);
m_body2->CreateFixture(&shape, 1.0f);
}
}
void CreateCircles()
{
if (m_body1)
{
m_world->DestroyBody(m_body1);
m_body1 = nullptr;
}
if (m_body2)
{
m_world->DestroyBody(m_body2);
m_body2 = nullptr;
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = b2Vec2(-0.5f, 0.6f) + m_offset1;
bd.allowSleep = false;
m_body1 = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_radius = 0.5f;
m_body1->CreateFixture(&shape, 1.0f);
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = b2Vec2(-0.5f, 0.6f) + m_offset2;
bd.allowSleep = false;
m_body2 = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_radius = 0.5f;
m_body2->CreateFixture(&shape, 1.0f);
}
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(200.0f, 100.0f));
ImGui::Begin("Custom Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
if (ImGui::RadioButton("Boxes", m_boxes == true))
{
CreateBoxes();
m_boxes = true;
}
if (ImGui::RadioButton("Circles", m_boxes == false))
{
CreateCircles();
m_boxes = false;
}
ImGui::End();
}
void Step(Settings& settings) override
{
if (glfwGetKey(g_mainWindow, GLFW_KEY_A) == GLFW_PRESS)
{
m_body1->ApplyForceToCenter(b2Vec2(-10.0f, 0.0f), true);
m_body2->ApplyForceToCenter(b2Vec2(-10.0f, 0.0f), true);
}
if (glfwGetKey(g_mainWindow, GLFW_KEY_D) == GLFW_PRESS)
{
m_body1->ApplyForceToCenter(b2Vec2(10.0f, 0.0f), true);
m_body2->ApplyForceToCenter(b2Vec2(10.0f, 0.0f), true);
}
Test::Step(settings);
}
static Test* Create()
{
return new EdgeTest;
}
b2Vec2 m_offset1, m_offset2;
b2Body* m_body1;
b2Body* m_body2;
bool m_boxes;
};
static int testIndex = RegisterTest("Geometry", "Edge Test", EdgeTest::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class Friction : public Test
{
public:
Friction()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(13.0f, 0.25f);
b2BodyDef bd;
bd.position.Set(-4.0f, 22.0f);
bd.angle = -0.25f;
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.25f, 1.0f);
b2BodyDef bd;
bd.position.Set(10.5f, 19.0f);
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(13.0f, 0.25f);
b2BodyDef bd;
bd.position.Set(4.0f, 14.0f);
bd.angle = 0.25f;
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.25f, 1.0f);
b2BodyDef bd;
bd.position.Set(-10.5f, 11.0f);
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(13.0f, 0.25f);
b2BodyDef bd;
bd.position.Set(-4.0f, 6.0f);
bd.angle = -0.25f;
b2Body* ground = m_world->CreateBody(&bd);
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 25.0f;
float friction[5] = {0.75f, 0.5f, 0.35f, 0.1f, 0.0f};
for (int i = 0; i < 5; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-15.0f + 4.0f * i, 28.0f);
b2Body* body = m_world->CreateBody(&bd);
fd.friction = friction[i];
body->CreateFixture(&fd);
}
}
}
static Test* Create()
{
return new Friction;
}
};
static int testIndex = RegisterTest("Forces", "Friction", Friction::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class GearJoint : public Test
{
public:
GearJoint()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(50.0f, 0.0f), b2Vec2(-50.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2CircleShape circle1;
circle1.m_radius = 1.0f;
b2PolygonShape box;
box.SetAsBox(0.5f, 5.0f);
b2CircleShape circle2;
circle2.m_radius = 2.0f;
b2BodyDef bd1;
bd1.type = b2_staticBody;
bd1.position.Set(10.0f, 9.0f);
b2Body* body1 = m_world->CreateBody(&bd1);
body1->CreateFixture(&circle1, 5.0f);
b2BodyDef bd2;
bd2.type = b2_dynamicBody;
bd2.position.Set(10.0f, 8.0f);
b2Body* body2 = m_world->CreateBody(&bd2);
body2->CreateFixture(&box, 5.0f);
b2BodyDef bd3;
bd3.type = b2_dynamicBody;
bd3.position.Set(10.0f, 6.0f);
b2Body* body3 = m_world->CreateBody(&bd3);
body3->CreateFixture(&circle2, 5.0f);
b2RevoluteJointDef jd1;
jd1.Initialize(body1, body2, bd1.position);
b2Joint* joint1 = m_world->CreateJoint(&jd1);
b2RevoluteJointDef jd2;
jd2.Initialize(body2, body3, bd3.position);
b2Joint* joint2 = m_world->CreateJoint(&jd2);
b2GearJointDef jd4;
jd4.bodyA = body1;
jd4.bodyB = body3;
jd4.joint1 = joint1;
jd4.joint2 = joint2;
jd4.ratio = circle2.m_radius / circle1.m_radius;
m_world->CreateJoint(&jd4);
}
{
b2CircleShape circle1;
circle1.m_radius = 1.0f;
b2CircleShape circle2;
circle2.m_radius = 2.0f;
b2PolygonShape box;
box.SetAsBox(0.5f, 5.0f);
b2BodyDef bd1;
bd1.type = b2_dynamicBody;
bd1.position.Set(-3.0f, 12.0f);
b2Body* body1 = m_world->CreateBody(&bd1);
body1->CreateFixture(&circle1, 5.0f);
b2RevoluteJointDef jd1;
jd1.bodyA = ground;
jd1.bodyB = body1;
jd1.localAnchorA = ground->GetLocalPoint(bd1.position);
jd1.localAnchorB = body1->GetLocalPoint(bd1.position);
jd1.referenceAngle = body1->GetAngle() - ground->GetAngle();
m_joint1 = (b2RevoluteJoint*)m_world->CreateJoint(&jd1);
b2BodyDef bd2;
bd2.type = b2_dynamicBody;
bd2.position.Set(0.0f, 12.0f);
b2Body* body2 = m_world->CreateBody(&bd2);
body2->CreateFixture(&circle2, 5.0f);
b2RevoluteJointDef jd2;
jd2.Initialize(ground, body2, bd2.position);
m_joint2 = (b2RevoluteJoint*)m_world->CreateJoint(&jd2);
b2BodyDef bd3;
bd3.type = b2_dynamicBody;
bd3.position.Set(2.5f, 12.0f);
b2Body* body3 = m_world->CreateBody(&bd3);
body3->CreateFixture(&box, 5.0f);
b2PrismaticJointDef jd3;
jd3.Initialize(ground, body3, bd3.position, b2Vec2(0.0f, 1.0f));
jd3.lowerTranslation = -5.0f;
jd3.upperTranslation = 5.0f;
jd3.enableLimit = true;
m_joint3 = (b2PrismaticJoint*)m_world->CreateJoint(&jd3);
b2GearJointDef jd4;
jd4.bodyA = body1;
jd4.bodyB = body2;
jd4.joint1 = m_joint1;
jd4.joint2 = m_joint2;
jd4.ratio = circle2.m_radius / circle1.m_radius;
m_joint4 = (b2GearJoint*)m_world->CreateJoint(&jd4);
b2GearJointDef jd5;
jd5.bodyA = body2;
jd5.bodyB = body3;
jd5.joint1 = m_joint2;
jd5.joint2 = m_joint3;
jd5.ratio = -1.0f / circle2.m_radius;
m_joint5 = (b2GearJoint*)m_world->CreateJoint(&jd5);
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
float ratio, value;
ratio = m_joint4->GetRatio();
value = m_joint1->GetJointAngle() + ratio * m_joint2->GetJointAngle();
g_debugDraw.DrawString(5, m_textLine, "theta1 + %4.2f * theta2 = %4.2f", (float) ratio, (float) value);
m_textLine += m_textIncrement;
ratio = m_joint5->GetRatio();
value = m_joint2->GetJointAngle() + ratio * m_joint3->GetJointTranslation();
g_debugDraw.DrawString(5, m_textLine, "theta2 + %4.2f * delta = %4.2f", (float) ratio, (float) value);
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new GearJoint;
}
b2RevoluteJoint* m_joint1;
b2RevoluteJoint* m_joint2;
b2PrismaticJoint* m_joint3;
b2GearJoint* m_joint4;
b2GearJoint* m_joint5;
};
static int testIndex = RegisterTest("Joints", "Gear", GearJoint::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class Heavy1 : public Test
{
public:
Heavy1()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 0.5f);
b2Body* body = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_radius = 0.5f;
body->CreateFixture(&shape, 10.0f);
bd.position.Set(0.0f, 6.0f);
body = m_world->CreateBody(&bd);
shape.m_radius = 5.0f;
body->CreateFixture(&shape, 10.0f);
}
static Test* Create()
{
return new Heavy1;
}
};
static int testIndex = RegisterTest("Solver", "Heavy 1", Heavy1::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class Heavy2 : public Test
{
public:
Heavy2()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 2.5f);
b2Body* body = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_radius = 0.5f;
body->CreateFixture(&shape, 10.0f);
bd.position.Set(0.0f, 3.5f);
body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 10.0f);
m_heavy = NULL;
}
void ToggleHeavy()
{
if (m_heavy)
{
m_world->DestroyBody(m_heavy);
m_heavy = NULL;
}
else
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 9.0f);
m_heavy = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_radius = 5.0f;
m_heavy->CreateFixture(&shape, 10.0f);
}
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_H:
ToggleHeavy();
break;
}
}
static Test* Create()
{
return new Heavy2;
}
b2Body* m_heavy;
};
static int testIndex = RegisterTest("Solver", "Heavy 2", Heavy2::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class MobileBalanced : public Test
{
public:
enum
{
e_depth = 4
};
MobileBalanced()
{
b2Body* ground;
// Create ground body.
{
b2BodyDef bodyDef;
bodyDef.position.Set(0.0f, 20.0f);
ground = m_world->CreateBody(&bodyDef);
}
float a = 0.5f;
b2Vec2 h(0.0f, a);
b2Body* root = AddNode(ground, b2Vec2_zero, 0, 3.0f, a);
b2RevoluteJointDef jointDef;
jointDef.bodyA = ground;
jointDef.bodyB = root;
jointDef.localAnchorA.SetZero();
jointDef.localAnchorB = h;
m_world->CreateJoint(&jointDef);
}
b2Body* AddNode(b2Body* parent, const b2Vec2& localAnchor, int32 depth, float offset, float a)
{
float density = 20.0f;
b2Vec2 h(0.0f, a);
b2Vec2 p = parent->GetPosition() + localAnchor - h;
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position = p;
b2Body* body = m_world->CreateBody(&bodyDef);
b2PolygonShape shape;
shape.SetAsBox(0.25f * a, a);
body->CreateFixture(&shape, density);
if (depth == e_depth)
{
return body;
}
shape.SetAsBox(offset, 0.25f * a, b2Vec2(0, -a), 0.0f);
body->CreateFixture(&shape, density);
b2Vec2 a1 = b2Vec2(offset, -a);
b2Vec2 a2 = b2Vec2(-offset, -a);
b2Body* body1 = AddNode(body, a1, depth + 1, 0.5f * offset, a);
b2Body* body2 = AddNode(body, a2, depth + 1, 0.5f * offset, a);
b2RevoluteJointDef jointDef;
jointDef.bodyA = body;
jointDef.localAnchorB = h;
jointDef.localAnchorA = a1;
jointDef.bodyB = body1;
m_world->CreateJoint(&jointDef);
jointDef.localAnchorA = a2;
jointDef.bodyB = body2;
m_world->CreateJoint(&jointDef);
return body;
}
static Test* Create()
{
return new MobileBalanced;
}
};
static int testIndex = RegisterTest("Solver", "Mobile Balanced", MobileBalanced::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class MobileUnbalanced : public Test
{
public:
enum
{
e_depth = 4
};
MobileUnbalanced()
{
b2Body* ground;
// Create ground body.
{
b2BodyDef bodyDef;
bodyDef.position.Set(0.0f, 20.0f);
ground = m_world->CreateBody(&bodyDef);
}
float a = 0.5f;
b2Vec2 h(0.0f, a);
b2Body* root = AddNode(ground, b2Vec2_zero, 0, 3.0f, a);
b2RevoluteJointDef jointDef;
jointDef.bodyA = ground;
jointDef.bodyB = root;
jointDef.localAnchorA.SetZero();
jointDef.localAnchorB = h;
m_world->CreateJoint(&jointDef);
}
b2Body* AddNode(b2Body* parent, const b2Vec2& localAnchor, int32 depth, float offset, float a)
{
float density = 20.0f;
b2Vec2 h(0.0f, a);
b2Vec2 p = parent->GetPosition() + localAnchor - h;
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position = p;
b2Body* body = m_world->CreateBody(&bodyDef);
b2PolygonShape shape;
shape.SetAsBox(0.25f * a, a);
body->CreateFixture(&shape, density);
if (depth == e_depth)
{
return body;
}
b2Vec2 a1 = b2Vec2(offset, -a);
b2Vec2 a2 = b2Vec2(-offset, -a);
b2Body* body1 = AddNode(body, a1, depth + 1, 0.5f * offset, a);
b2Body* body2 = AddNode(body, a2, depth + 1, 0.5f * offset, a);
b2RevoluteJointDef jointDef;
jointDef.bodyA = body;
jointDef.localAnchorB = h;
jointDef.localAnchorA = a1;
jointDef.bodyB = body1;
m_world->CreateJoint(&jointDef);
jointDef.localAnchorA = a2;
jointDef.bodyB = body2;
m_world->CreateJoint(&jointDef);
return body;
}
static Test* Create()
{
return new MobileUnbalanced;
}
};
static int testIndex = RegisterTest("Solver", "Mobile Unbalanced", MobileUnbalanced::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "settings.h"
#include "test.h"
/// This test shows how to use a motor joint. A motor joint
/// can be used to animate a dynamic body. With finite motor forces
/// the body can be blocked by collision with other bodies.
class MotorJoint : public Test
{
public:
MotorJoint()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
b2FixtureDef fd;
fd.shape = &shape;
ground->CreateFixture(&fd);
}
// Define motorized body
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 8.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(2.0f, 0.5f);
b2FixtureDef fd;
fd.shape = &shape;
fd.friction = 0.6f;
fd.density = 2.0f;
body->CreateFixture(&fd);
b2MotorJointDef mjd;
mjd.Initialize(ground, body);
mjd.maxForce = 1000.0f;
mjd.maxTorque = 1000.0f;
m_joint = (b2MotorJoint*)m_world->CreateJoint(&mjd);
}
m_go = false;
m_time = 0.0f;
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_S:
m_go = !m_go;
break;
}
}
void Step(Settings& settings) override
{
if (m_go && settings.m_hertz > 0.0f)
{
m_time += 1.0f / settings.m_hertz;
}
b2Vec2 linearOffset;
linearOffset.x = 6.0f * sinf(2.0f * m_time);
linearOffset.y = 8.0f + 4.0f * sinf(1.0f * m_time);
float angularOffset = 4.0f * m_time;
m_joint->SetLinearOffset(linearOffset);
m_joint->SetAngularOffset(angularOffset);
g_debugDraw.DrawPoint(linearOffset, 4.0f, b2Color(0.9f, 0.9f, 0.9f));
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "Keys: (s) pause");
m_textLine += 15;
}
static Test* Create()
{
return new MotorJoint;
}
b2MotorJoint* m_joint;
float m_time;
bool m_go;
};
static int testIndex = RegisterTest("Joints", "Motor Joint", MotorJoint::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
/// This tests bullet collision and provides an example of a gameplay scenario.
/// This also uses a loop shape.
class Pinball : public Test
{
public:
Pinball()
{
// Ground body
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2Vec2 vs[5];
vs[0].Set(-8.0f, 6.0f);
vs[1].Set(-8.0f, 20.0f);
vs[2].Set(8.0f, 20.0f);
vs[3].Set(8.0f, 6.0f);
vs[4].Set(0.0f, -2.0f);
b2ChainShape loop;
loop.CreateLoop(vs, 5);
b2FixtureDef fd;
fd.shape = &loop;
fd.density = 0.0f;
ground->CreateFixture(&fd);
}
// Flippers
{
b2Vec2 p1(-2.0f, 0.0f), p2(2.0f, 0.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = p1;
b2Body* leftFlipper = m_world->CreateBody(&bd);
bd.position = p2;
b2Body* rightFlipper = m_world->CreateBody(&bd);
b2PolygonShape box;
box.SetAsBox(1.75f, 0.1f);
b2FixtureDef fd;
fd.shape = &box;
fd.density = 1.0f;
leftFlipper->CreateFixture(&fd);
rightFlipper->CreateFixture(&fd);
b2RevoluteJointDef jd;
jd.bodyA = ground;
jd.localAnchorB.SetZero();
jd.enableMotor = true;
jd.maxMotorTorque = 1000.0f;
jd.enableLimit = true;
jd.motorSpeed = 0.0f;
jd.localAnchorA = p1;
jd.bodyB = leftFlipper;
jd.lowerAngle = -30.0f * b2_pi / 180.0f;
jd.upperAngle = 5.0f * b2_pi / 180.0f;
m_leftJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
jd.motorSpeed = 0.0f;
jd.localAnchorA = p2;
jd.bodyB = rightFlipper;
jd.lowerAngle = -5.0f * b2_pi / 180.0f;
jd.upperAngle = 30.0f * b2_pi / 180.0f;
m_rightJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
}
// Circle character
{
b2BodyDef bd;
bd.position.Set(1.0f, 15.0f);
bd.type = b2_dynamicBody;
bd.bullet = true;
m_ball = m_world->CreateBody(&bd);
b2CircleShape shape;
shape.m_radius = 0.2f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
m_ball->CreateFixture(&fd);
}
m_button = false;
}
void Step(Settings& settings) override
{
if (m_button)
{
m_leftJoint->SetMotorSpeed(20.0f);
m_rightJoint->SetMotorSpeed(-20.0f);
}
else
{
m_leftJoint->SetMotorSpeed(-10.0f);
m_rightJoint->SetMotorSpeed(10.0f);
}
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "Press 'a' to control the flippers");
m_textLine += m_textIncrement;
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_A:
m_button = true;
break;
}
}
void KeyboardUp(int key) override
{
switch (key)
{
case GLFW_KEY_A:
m_button = false;
break;
}
}
static Test* Create()
{
return new Pinball;
}
b2RevoluteJoint* m_leftJoint;
b2RevoluteJoint* m_rightJoint;
b2Body* m_ball;
bool m_button;
};
static int testIndex = RegisterTest("Examples", "Pinball", Pinball::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class Platformer : public Test
{
public:
enum State
{
e_unknown,
e_above,
e_below
};
Platformer()
{
// Ground
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
// Platform
{
b2BodyDef bd;
bd.position.Set(0.0f, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(3.0f, 0.5f);
m_platform = body->CreateFixture(&shape, 0.0f);
m_bottom = 10.0f - 0.5f;
m_top = 10.0f + 0.5f;
}
// Actor
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 12.0f);
b2Body* body = m_world->CreateBody(&bd);
m_radius = 0.5f;
b2CircleShape shape;
shape.m_radius = m_radius;
m_character = body->CreateFixture(&shape, 20.0f);
body->SetLinearVelocity(b2Vec2(0.0f, -50.0f));
m_state = e_unknown;
}
}
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold) override
{
Test::PreSolve(contact, oldManifold);
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
if (fixtureA != m_platform && fixtureA != m_character)
{
return;
}
if (fixtureB != m_platform && fixtureB != m_character)
{
return;
}
#if 1
b2Vec2 position = m_character->GetBody()->GetPosition();
if (position.y < m_top + m_radius - 3.0f * b2_linearSlop)
{
contact->SetEnabled(false);
}
#else
b2Vec2 v = m_character->GetBody()->GetLinearVelocity();
if (v.y > 0.0f)
{
contact->SetEnabled(false);
}
#endif
}
void Step(Settings& settings) override
{
Test::Step(settings);
b2Vec2 v = m_character->GetBody()->GetLinearVelocity();
g_debugDraw.DrawString(5, m_textLine, "Character Linear Velocity: %f", v.y);
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new Platformer;
}
float m_radius, m_top, m_bottom;
State m_state;
b2Fixture* m_platform;
b2Fixture* m_character;
};
static int testIndex = RegisterTest("Examples", "Platformer", Platformer::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class PolygonCollision : public Test
{
public:
PolygonCollision()
{
{
m_polygonA.SetAsBox(0.2f, 0.4f);
m_transformA.Set(b2Vec2(0.0f, 0.0f), 0.0f);
}
{
m_polygonB.SetAsBox(0.5f, 0.5f);
m_positionB.Set(19.345284f, 1.5632932f);
m_angleB = 1.9160721f;
m_transformB.Set(m_positionB, m_angleB);
}
}
static Test* Create()
{
return new PolygonCollision;
}
void Step(Settings& settings) override
{
B2_NOT_USED(settings);
b2Manifold manifold;
b2CollidePolygons(&manifold, &m_polygonA, m_transformA, &m_polygonB, m_transformB);
b2WorldManifold worldManifold;
worldManifold.Initialize(&manifold, m_transformA, m_polygonA.m_radius, m_transformB, m_polygonB.m_radius);
g_debugDraw.DrawString(5, m_textLine, "point count = %d", manifold.pointCount);
m_textLine += m_textIncrement;
{
b2Color color(0.9f, 0.9f, 0.9f);
b2Vec2 v[b2_maxPolygonVertices];
for (int32 i = 0; i < m_polygonA.m_count; ++i)
{
v[i] = b2Mul(m_transformA, m_polygonA.m_vertices[i]);
}
g_debugDraw.DrawPolygon(v, m_polygonA.m_count, color);
for (int32 i = 0; i < m_polygonB.m_count; ++i)
{
v[i] = b2Mul(m_transformB, m_polygonB.m_vertices[i]);
}
g_debugDraw.DrawPolygon(v, m_polygonB.m_count, color);
}
for (int32 i = 0; i < manifold.pointCount; ++i)
{
g_debugDraw.DrawPoint(worldManifold.points[i], 4.0f, b2Color(0.9f, 0.3f, 0.3f));
}
Test::Step(settings);
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_A:
m_positionB.x -= 0.1f;
break;
case GLFW_KEY_D:
m_positionB.x += 0.1f;
break;
case GLFW_KEY_S:
m_positionB.y -= 0.1f;
break;
case GLFW_KEY_W:
m_positionB.y += 0.1f;
break;
case GLFW_KEY_Q:
m_angleB += 0.1f * b2_pi;
break;
case GLFW_KEY_E:
m_angleB -= 0.1f * b2_pi;
break;
}
m_transformB.Set(m_positionB, m_angleB);
}
b2PolygonShape m_polygonA;
b2PolygonShape m_polygonB;
b2Transform m_transformA;
b2Transform m_transformB;
b2Vec2 m_positionB;
float m_angleB;
};
static int testIndex = RegisterTest("Geometry", "Polygon Collision", PolygonCollision::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
/// This tests stacking. It also shows how to use b2World::Query
/// and b2TestOverlap.
/// This callback is called by b2World::QueryAABB. We find all the fixtures
/// that overlap an AABB. Of those, we use b2TestOverlap to determine which fixtures
/// overlap a circle. Up to 4 overlapped fixtures will be highlighted with a yellow border.
class PolygonShapesCallback : public b2QueryCallback
{
public:
enum
{
e_maxCount = 4
};
PolygonShapesCallback()
{
m_count = 0;
}
/// Called for each fixture found in the query AABB.
/// @return false to terminate the query.
bool ReportFixture(b2Fixture* fixture) override
{
if (m_count == e_maxCount)
{
return false;
}
b2Body* body = fixture->GetBody();
b2Shape* shape = fixture->GetShape();
bool overlap = b2TestOverlap(shape, 0, &m_circle, 0, body->GetTransform(), m_transform);
if (overlap)
{
b2Color color(0.95f, 0.95f, 0.6f);
b2Vec2 center = body->GetWorldCenter();
g_debugDraw->DrawPoint(center, 5.0f, color);
++m_count;
}
return true;
}
b2CircleShape m_circle;
b2Transform m_transform;
b2Draw* g_debugDraw;
int32 m_count;
};
class PolygonShapes : public Test
{
public:
enum
{
e_maxBodies = 256
};
PolygonShapes()
{
// Ground body
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[0].Set(vertices, 3);
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.1f, 0.0f);
vertices[1].Set(0.1f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[1].Set(vertices, 3);
}
{
float w = 1.0f;
float b = w / (2.0f + b2Sqrt(2.0f));
float s = b2Sqrt(2.0f) * b;
b2Vec2 vertices[8];
vertices[0].Set(0.5f * s, 0.0f);
vertices[1].Set(0.5f * w, b);
vertices[2].Set(0.5f * w, b + s);
vertices[3].Set(0.5f * s, w);
vertices[4].Set(-0.5f * s, w);
vertices[5].Set(-0.5f * w, b + s);
vertices[6].Set(-0.5f * w, b);
vertices[7].Set(-0.5f * s, 0.0f);
m_polygons[2].Set(vertices, 8);
}
{
m_polygons[3].SetAsBox(0.5f, 0.5f);
}
{
m_circle.m_radius = 0.5f;
}
m_bodyIndex = 0;
memset(m_bodies, 0, sizeof(m_bodies));
}
void Create(int32 index)
{
if (m_bodies[m_bodyIndex] != NULL)
{
m_world->DestroyBody(m_bodies[m_bodyIndex]);
m_bodies[m_bodyIndex] = NULL;
}
b2BodyDef bd;
bd.type = b2_dynamicBody;
float x = RandomFloat(-2.0f, 2.0f);
bd.position.Set(x, 10.0f);
bd.angle = RandomFloat(-b2_pi, b2_pi);
if (index == 4)
{
bd.angularDamping = 0.02f;
}
m_bodies[m_bodyIndex] = m_world->CreateBody(&bd);
if (index < 4)
{
b2FixtureDef fd;
fd.shape = m_polygons + index;
fd.density = 1.0f;
fd.friction = 0.3f;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
else
{
b2FixtureDef fd;
fd.shape = &m_circle;
fd.density = 1.0f;
fd.friction = 0.3f;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
m_bodyIndex = (m_bodyIndex + 1) % e_maxBodies;
}
void DestroyBody()
{
for (int32 i = 0; i < e_maxBodies; ++i)
{
if (m_bodies[i] != NULL)
{
m_world->DestroyBody(m_bodies[i]);
m_bodies[i] = NULL;
return;
}
}
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_1:
case GLFW_KEY_2:
case GLFW_KEY_3:
case GLFW_KEY_4:
case GLFW_KEY_5:
Create(key - GLFW_KEY_1);
break;
case GLFW_KEY_A:
for (int32 i = 0; i < e_maxBodies; i += 2)
{
if (m_bodies[i])
{
bool enabled = m_bodies[i]->IsEnabled();
m_bodies[i]->SetEnabled(!enabled);
}
}
break;
case GLFW_KEY_D:
DestroyBody();
break;
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
PolygonShapesCallback callback;
callback.m_circle.m_radius = 2.0f;
callback.m_circle.m_p.Set(0.0f, 1.1f);
callback.m_transform.SetIdentity();
callback.g_debugDraw = &g_debugDraw;
b2AABB aabb;
callback.m_circle.ComputeAABB(&aabb, callback.m_transform, 0);
m_world->QueryAABB(&callback, aabb);
b2Color color(0.4f, 0.7f, 0.8f);
g_debugDraw.DrawCircle(callback.m_circle.m_p, callback.m_circle.m_radius, color);
g_debugDraw.DrawString(5, m_textLine, "Press 1-5 to drop stuff, maximum of %d overlaps detected", PolygonShapesCallback::e_maxCount);
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "Press 'a' to enable/disable some bodies");
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "Press 'd' to destroy a body");
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new PolygonShapes;
}
int32 m_bodyIndex;
b2Body* m_bodies[e_maxBodies];
b2PolygonShape m_polygons[4];
b2CircleShape m_circle;
};
static int testIndex = RegisterTest("Geometry", "Polygon Shapes", PolygonShapes::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "settings.h"
#include "test.h"
#include "imgui/imgui.h"
// Test the prismatic joint with limits and motor options.
class PrismaticJoint : public Test
{
public:
PrismaticJoint()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
m_enableLimit = true;
m_enableMotor = false;
m_motorSpeed = 10.0f;
{
b2PolygonShape shape;
shape.SetAsBox(1.0f, 1.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 10.0f);
bd.angle = 0.5f * b2_pi;
bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 5.0f);
b2PrismaticJointDef pjd;
// Horizontal
pjd.Initialize(ground, body, bd.position, b2Vec2(1.0f, 0.0f));
pjd.motorSpeed = m_motorSpeed;
pjd.maxMotorForce = 10000.0f;
pjd.enableMotor = m_enableMotor;
pjd.lowerTranslation = -10.0f;
pjd.upperTranslation = 10.0f;
pjd.enableLimit = m_enableLimit;
m_joint = (b2PrismaticJoint*)m_world->CreateJoint(&pjd);
}
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(200.0f, 100.0f));
ImGui::Begin("Joint Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
if (ImGui::Checkbox("Limit", &m_enableLimit))
{
m_joint->EnableLimit(m_enableLimit);
}
if (ImGui::Checkbox("Motor", &m_enableMotor))
{
m_joint->EnableMotor(m_enableMotor);
}
if (ImGui::SliderFloat("Speed", &m_motorSpeed, -100.0f, 100.0f, "%.0f"))
{
m_joint->SetMotorSpeed(m_motorSpeed);
}
ImGui::End();
}
void Step(Settings& settings) override
{
Test::Step(settings);
float force = m_joint->GetMotorForce(settings.m_hertz);
g_debugDraw.DrawString(5, m_textLine, "Motor Force = %4.0f", force);
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new PrismaticJoint;
}
b2PrismaticJoint* m_joint;
float m_motorSpeed;
bool m_enableMotor;
bool m_enableLimit;
};
static int testIndex = RegisterTest("Joints", "Prismatic", PrismaticJoint::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class PulleyJoint : public Test
{
public:
PulleyJoint()
{
float y = 16.0f;
float L = 12.0f;
float a = 1.0f;
float b = 2.0f;
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2CircleShape circle;
circle.m_radius = 2.0f;
circle.m_p.Set(-10.0f, y + b + L);
ground->CreateFixture(&circle, 0.0f);
circle.m_p.Set(10.0f, y + b + L);
ground->CreateFixture(&circle, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(a, b);
b2BodyDef bd;
bd.type = b2_dynamicBody;
//bd.fixedRotation = true;
bd.position.Set(-10.0f, y);
b2Body* body1 = m_world->CreateBody(&bd);
body1->CreateFixture(&shape, 5.0f);
bd.position.Set(10.0f, y);
b2Body* body2 = m_world->CreateBody(&bd);
body2->CreateFixture(&shape, 5.0f);
b2PulleyJointDef pulleyDef;
b2Vec2 anchor1(-10.0f, y + b);
b2Vec2 anchor2(10.0f, y + b);
b2Vec2 groundAnchor1(-10.0f, y + b + L);
b2Vec2 groundAnchor2(10.0f, y + b + L);
pulleyDef.Initialize(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, 1.5f);
m_joint1 = (b2PulleyJoint*)m_world->CreateJoint(&pulleyDef);
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
float ratio = m_joint1->GetRatio();
float L = m_joint1->GetCurrentLengthA() + ratio * m_joint1->GetCurrentLengthB();
g_debugDraw.DrawString(5, m_textLine, "L1 + %4.2f * L2 = %4.2f", (float) ratio, (float) L);
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new PulleyJoint;
}
b2PulleyJoint* m_joint1;
};
static int testIndex = RegisterTest("Joints", "Pulley", PulleyJoint::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class Pyramid : public Test
{
public:
enum
{
e_count = 20
};
Pyramid()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
float a = 0.5f;
b2PolygonShape shape;
shape.SetAsBox(a, a);
b2Vec2 x(-7.0f, 0.75f);
b2Vec2 y;
b2Vec2 deltaX(0.5625f, 1.25f);
b2Vec2 deltaY(1.125f, 0.0f);
for (int32 i = 0; i < e_count; ++i)
{
y = x;
for (int32 j = i; j < e_count; ++j)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = y;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 5.0f);
y += deltaY;
}
x += deltaX;
}
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
//b2DynamicTree* tree = &m_world->m_contactManager.m_broadPhase.m_tree;
//if (m_stepCount == 400)
//{
// tree->RebuildBottomUp();
//}
}
static Test* Create()
{
return new Pyramid;
}
};
static int testIndex = RegisterTest("Stacking", "Pyramid", Pyramid::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "settings.h"
#include "test.h"
#include "imgui/imgui.h"
enum
{
e_maxBodies = 256
};
// This test demonstrates how to use the world ray-cast feature.
// NOTE: we are intentionally filtering one of the polygons, therefore
// the ray will always miss one type of polygon.
// This callback finds the closest hit. Polygon 0 is filtered.
class RayCastClosestCallback : public b2RayCastCallback
{
public:
RayCastClosestCallback()
{
m_hit = false;
}
float ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float fraction) override
{
uintptr_t index = fixture->GetUserData().pointer;
if (index == 1)
{
// By returning -1, we instruct the calling code to ignore this fixture and
// continue the ray-cast to the next fixture.
return -1.0f;
}
m_hit = true;
m_point = point;
m_normal = normal;
// By returning the current fraction, we instruct the calling code to clip the ray and
// continue the ray-cast to the next fixture. WARNING: do not assume that fixtures
// are reported in order. However, by clipping, we can always get the closest fixture.
return fraction;
}
bool m_hit;
b2Vec2 m_point;
b2Vec2 m_normal;
};
// This callback finds any hit. Polygon 0 is filtered. For this type of query we are usually
// just checking for obstruction, so the actual fixture and hit point are irrelevant.
class RayCastAnyCallback : public b2RayCastCallback
{
public:
RayCastAnyCallback()
{
m_hit = false;
}
float ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float) override
{
uintptr_t index = fixture->GetUserData().pointer;
if (index == 1)
{
// By returning -1, we instruct the calling code to ignore this fixture and
// continue the ray-cast to the next fixture.
return -1.0f;
}
m_hit = true;
m_point = point;
m_normal = normal;
// At this point we have a hit, so we know the ray is obstructed.
// By returning 0, we instruct the calling code to terminate the ray-cast.
return 0.0f;
}
bool m_hit;
b2Vec2 m_point;
b2Vec2 m_normal;
};
// This ray cast collects multiple hits along the ray. Polygon 0 is filtered.
// The fixtures are not necessary reported in order, so we might not capture
// the closest fixture.
class RayCastMultipleCallback : public b2RayCastCallback
{
public:
enum
{
e_maxCount = 3
};
RayCastMultipleCallback()
{
m_count = 0;
}
float ReportFixture(b2Fixture* fixture, const b2Vec2& point, const b2Vec2& normal, float) override
{
uintptr_t index = fixture->GetUserData().pointer;
if (index == 1)
{
// By returning -1, we instruct the calling code to ignore this fixture and
// continue the ray-cast to the next fixture.
return -1.0f;
}
b2Assert(m_count < e_maxCount);
m_points[m_count] = point;
m_normals[m_count] = normal;
++m_count;
if (m_count == e_maxCount)
{
// At this point the buffer is full.
// By returning 0, we instruct the calling code to terminate the ray-cast.
return 0.0f;
}
// By returning 1, we instruct the caller to continue without clipping the ray.
return 1.0f;
}
b2Vec2 m_points[e_maxCount];
b2Vec2 m_normals[e_maxCount];
int32 m_count;
};
class RayCast : public Test
{
public:
enum Mode
{
e_any = 0,
e_closest = 1,
e_multiple = 2
};
RayCast()
{
// Ground body
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[0].Set(vertices, 3);
}
{
b2Vec2 vertices[3];
vertices[0].Set(-0.1f, 0.0f);
vertices[1].Set(0.1f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
m_polygons[1].Set(vertices, 3);
}
{
float w = 1.0f;
float b = w / (2.0f + b2Sqrt(2.0f));
float s = b2Sqrt(2.0f) * b;
b2Vec2 vertices[8];
vertices[0].Set(0.5f * s, 0.0f);
vertices[1].Set(0.5f * w, b);
vertices[2].Set(0.5f * w, b + s);
vertices[3].Set(0.5f * s, w);
vertices[4].Set(-0.5f * s, w);
vertices[5].Set(-0.5f * w, b + s);
vertices[6].Set(-0.5f * w, b);
vertices[7].Set(-0.5f * s, 0.0f);
m_polygons[2].Set(vertices, 8);
}
{
m_polygons[3].SetAsBox(0.5f, 0.5f);
}
{
m_circle.m_radius = 0.5f;
}
{
m_edge.SetTwoSided(b2Vec2(-1.0f, 0.0f), b2Vec2(1.0f, 0.0f));
}
m_bodyIndex = 0;
memset(m_bodies, 0, sizeof(m_bodies));
m_degrees = 0.0f;
m_mode = e_closest;
}
void Create(int32 index)
{
if (m_bodies[m_bodyIndex] != NULL)
{
m_world->DestroyBody(m_bodies[m_bodyIndex]);
m_bodies[m_bodyIndex] = NULL;
}
b2BodyDef bd;
float x = RandomFloat(-10.0f, 10.0f);
float y = RandomFloat(0.0f, 20.0f);
bd.position.Set(x, y);
bd.angle = RandomFloat(-b2_pi, b2_pi);
if (index == 4)
{
bd.angularDamping = 0.02f;
}
m_bodies[m_bodyIndex] = m_world->CreateBody(&bd);
if (index < 4)
{
b2FixtureDef fd;
fd.shape = m_polygons + index;
fd.friction = 0.3f;
fd.userData.pointer = index + 1;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
else if (index < 5)
{
b2FixtureDef fd;
fd.shape = &m_circle;
fd.friction = 0.3f;
fd.userData.pointer = index + 1;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
else
{
b2FixtureDef fd;
fd.shape = &m_edge;
fd.friction = 0.3f;
fd.userData.pointer = index + 1;
m_bodies[m_bodyIndex]->CreateFixture(&fd);
}
m_bodyIndex = (m_bodyIndex + 1) % e_maxBodies;
}
void DestroyBody()
{
for (int32 i = 0; i < e_maxBodies; ++i)
{
if (m_bodies[i] != NULL)
{
m_world->DestroyBody(m_bodies[i]);
m_bodies[i] = NULL;
return;
}
}
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(210.0f, 285.0f));
ImGui::Begin("Ray-cast Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
if (ImGui::Button("Shape 1"))
{
Create(0);
}
if (ImGui::Button("Shape 2"))
{
Create(1);
}
if (ImGui::Button("Shape 3"))
{
Create(2);
}
if (ImGui::Button("Shape 4"))
{
Create(3);
}
if (ImGui::Button("Shape 5"))
{
Create(4);
}
if (ImGui::Button("Shape 6"))
{
Create(5);
}
if (ImGui::Button("Destroy Shape"))
{
DestroyBody();
}
ImGui::RadioButton("Any", &m_mode, e_any);
ImGui::RadioButton("Closest", &m_mode, e_closest);
ImGui::RadioButton("Multiple", &m_mode, e_multiple);
ImGui::SliderFloat("Angle", &m_degrees, 0.0f, 360.0f, "%.0f");
ImGui::End();
}
void Step(Settings& settings) override
{
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "Shape 1 is intentionally ignored by the ray");
m_textLine += m_textIncrement;
switch (m_mode)
{
case e_closest:
g_debugDraw.DrawString(5, m_textLine, "Ray-cast mode: closest - find closest fixture along the ray");
break;
case e_any:
g_debugDraw.DrawString(5, m_textLine, "Ray-cast mode: any - check for obstruction");
break;
case e_multiple:
g_debugDraw.DrawString(5, m_textLine, "Ray-cast mode: multiple - gather multiple fixtures");
break;
}
m_textLine += m_textIncrement;
float angle = b2_pi * m_degrees / 180.0f;
float L = 11.0f;
b2Vec2 point1(0.0f, 10.0f);
b2Vec2 d(L * cosf(angle), L * sinf(angle));
b2Vec2 point2 = point1 + d;
if (m_mode == e_closest)
{
RayCastClosestCallback callback;
m_world->RayCast(&callback, point1, point2);
if (callback.m_hit)
{
g_debugDraw.DrawPoint(callback.m_point, 5.0f, b2Color(0.4f, 0.9f, 0.4f));
g_debugDraw.DrawSegment(point1, callback.m_point, b2Color(0.8f, 0.8f, 0.8f));
b2Vec2 head = callback.m_point + 0.5f * callback.m_normal;
g_debugDraw.DrawSegment(callback.m_point, head, b2Color(0.9f, 0.9f, 0.4f));
}
else
{
g_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f));
}
}
else if (m_mode == e_any)
{
RayCastAnyCallback callback;
m_world->RayCast(&callback, point1, point2);
if (callback.m_hit)
{
g_debugDraw.DrawPoint(callback.m_point, 5.0f, b2Color(0.4f, 0.9f, 0.4f));
g_debugDraw.DrawSegment(point1, callback.m_point, b2Color(0.8f, 0.8f, 0.8f));
b2Vec2 head = callback.m_point + 0.5f * callback.m_normal;
g_debugDraw.DrawSegment(callback.m_point, head, b2Color(0.9f, 0.9f, 0.4f));
}
else
{
g_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f));
}
}
else if (m_mode == e_multiple)
{
RayCastMultipleCallback callback;
m_world->RayCast(&callback, point1, point2);
g_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f));
for (int32 i = 0; i < callback.m_count; ++i)
{
b2Vec2 p = callback.m_points[i];
b2Vec2 n = callback.m_normals[i];
g_debugDraw.DrawPoint(p, 5.0f, b2Color(0.4f, 0.9f, 0.4f));
g_debugDraw.DrawSegment(point1, p, b2Color(0.8f, 0.8f, 0.8f));
b2Vec2 head = p + 0.5f * n;
g_debugDraw.DrawSegment(p, head, b2Color(0.9f, 0.9f, 0.4f));
}
}
#if 0
// This case was failing.
{
b2Vec2 vertices[4];
//vertices[0].Set(-22.875f, -3.0f);
//vertices[1].Set(22.875f, -3.0f);
//vertices[2].Set(22.875f, 3.0f);
//vertices[3].Set(-22.875f, 3.0f);
b2PolygonShape shape;
//shape.Set(vertices, 4);
shape.SetAsBox(22.875f, 3.0f);
b2RayCastInput input;
input.p1.Set(10.2725f,1.71372f);
input.p2.Set(10.2353f,2.21807f);
//input.maxFraction = 0.567623f;
input.maxFraction = 0.56762173f;
b2Transform xf;
xf.SetIdentity();
xf.position.Set(23.0f, 5.0f);
b2RayCastOutput output;
bool hit;
hit = shape.RayCast(&output, input, xf);
hit = false;
b2Color color(1.0f, 1.0f, 1.0f);
b2Vec2 vs[4];
for (int32 i = 0; i < 4; ++i)
{
vs[i] = b2Mul(xf, shape.m_vertices[i]);
}
g_debugDraw.DrawPolygon(vs, 4, color);
g_debugDraw.DrawSegment(input.p1, input.p2, color);
}
#endif
}
static Test* Create()
{
return new RayCast;
}
int32 m_bodyIndex;
b2Body* m_bodies[e_maxBodies];
b2PolygonShape m_polygons[4];
b2CircleShape m_circle;
b2EdgeShape m_edge;
float m_degrees;
int32 m_mode;
};
static int testIndex = RegisterTest("Collision", "Ray Cast", RayCast::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
// Note: even with a restitution of 1.0, there is some energy change
// due to position correction.
class Restitution : public Test
{
public:
Restitution()
{
const float threshold = 10.0f;
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
b2FixtureDef fd;
fd.shape = &shape;
fd.restitutionThreshold = threshold;
ground->CreateFixture(&fd);
}
{
b2CircleShape shape;
shape.m_radius = 1.0f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
float restitution[7] = { 0.0f, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f };
for (int32 i = 0; i < 7; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f + 3.0f * i, 20.0f);
b2Body* body = m_world->CreateBody(&bd);
fd.restitution = restitution[i];
fd.restitutionThreshold = threshold;
body->CreateFixture(&fd);
}
}
}
static Test* Create()
{
return new Restitution;
}
};
static int testIndex = RegisterTest("Forces", "Restitution", Restitution::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "settings.h"
#include "test.h"
#include "imgui/imgui.h"
class RevoluteJoint : public Test
{
public:
RevoluteJoint()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
b2FixtureDef fd;
fd.shape = &shape;
//fd.filter.categoryBits = 2;
ground->CreateFixture(&fd);
}
m_enableLimit = true;
m_enableMotor = false;
m_motorSpeed = 1.0f;
{
b2PolygonShape shape;
shape.SetAsBox(0.25f, 3.0f, b2Vec2(0.0f, 3.0f), 0.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f, 20.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 5.0f);
b2RevoluteJointDef jd;
jd.Initialize(ground, body, b2Vec2(-10.0f, 20.5f));
jd.motorSpeed = m_motorSpeed;
jd.maxMotorTorque = 10000.0f;
jd.enableMotor = m_enableMotor;
jd.lowerAngle = -0.25f * b2_pi;
jd.upperAngle = 0.5f * b2_pi;
jd.enableLimit = m_enableLimit;
m_joint1 = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
}
{
b2CircleShape circle_shape;
circle_shape.m_radius = 2.0f;
b2BodyDef circle_bd;
circle_bd.type = b2_dynamicBody;
circle_bd.position.Set(5.0f, 30.0f);
b2FixtureDef fd;
fd.density = 5.0f;
fd.filter.maskBits = 1;
fd.shape = &circle_shape;
m_ball = m_world->CreateBody(&circle_bd);
m_ball->CreateFixture(&fd);
b2PolygonShape polygon_shape;
polygon_shape.SetAsBox(10.0f, 0.5f, b2Vec2 (-10.0f, 0.0f), 0.0f);
b2BodyDef polygon_bd;
polygon_bd.position.Set(20.0f, 10.0f);
polygon_bd.type = b2_dynamicBody;
polygon_bd.bullet = true;
b2Body* polygon_body = m_world->CreateBody(&polygon_bd);
polygon_body->CreateFixture(&polygon_shape, 2.0f);
b2RevoluteJointDef jd;
jd.Initialize(ground, polygon_body, b2Vec2(19.0f, 10.0f));
jd.lowerAngle = -0.25f * b2_pi;
jd.upperAngle = 0.0f * b2_pi;
jd.enableLimit = true;
jd.enableMotor = true;
jd.motorSpeed = 0.0f;
jd.maxMotorTorque = 10000.0f;
m_joint2 = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
}
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(200.0f, 100.0f));
ImGui::Begin("Joint Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
if (ImGui::Checkbox("Limit", &m_enableLimit))
{
m_joint1->EnableLimit(m_enableLimit);
}
if (ImGui::Checkbox("Motor", &m_enableMotor))
{
m_joint1->EnableMotor(m_enableMotor);
}
if (ImGui::SliderFloat("Speed", &m_motorSpeed, -20.0f, 20.0f, "%.0f"))
{
m_joint1->SetMotorSpeed(m_motorSpeed);
}
ImGui::End();
}
void Step(Settings& settings) override
{
Test::Step(settings);
float torque1 = m_joint1->GetMotorTorque(settings.m_hertz);
g_debugDraw.DrawString(5, m_textLine, "Motor Torque 1= %4.0f", torque1);
m_textLine += m_textIncrement;
float torque2 = m_joint2->GetMotorTorque(settings.m_hertz);
g_debugDraw.DrawString(5, m_textLine, "Motor Torque 2= %4.0f", torque2);
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new RevoluteJoint;
}
b2Body* m_ball;
b2RevoluteJoint* m_joint1;
b2RevoluteJoint* m_joint2;
float m_motorSpeed;
bool m_enableMotor;
bool m_enableLimit;
};
static int testIndex = RegisterTest("Joints", "Revolute", RevoluteJoint::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "settings.h"
#include "test.h"
#include "box2d/b2_rope.h"
#include "imgui/imgui.h"
///
class Rope : public Test
{
public:
Rope()
{
const int32 N = 20;
const float L = 0.5f;
b2Vec2 vertices[N];
float masses[N];
for (int32 i = 0; i < N; ++i)
{
vertices[i].Set(0.0f, L * (N - i));
masses[i] = 1.0f;
}
masses[0] = 0.0f;
masses[1] = 0.0f;
m_tuning1.bendHertz = 30.0f;
m_tuning1.bendDamping = 4.0f;
m_tuning1.bendStiffness = 1.0f;
m_tuning1.bendingModel = b2_pbdTriangleBendingModel;
m_tuning1.isometric = true;
m_tuning1.stretchHertz = 30.0f;
m_tuning1.stretchDamping = 4.0f;
m_tuning1.stretchStiffness = 1.0f;
m_tuning1.stretchingModel = b2_pbdStretchingModel;
m_tuning2.bendHertz = 30.0f;
m_tuning2.bendDamping = 0.7f;
m_tuning2.bendStiffness = 1.0f;
m_tuning2.bendingModel = b2_pbdHeightBendingModel;
m_tuning2.isometric = true;
m_tuning2.stretchHertz = 30.0f;
m_tuning2.stretchDamping = 1.0f;
m_tuning2.stretchStiffness = 1.0f;
m_tuning2.stretchingModel = b2_pbdStretchingModel;
m_position1.Set(-5.0f, 15.0f);
m_position2.Set(5.0f, 15.0f);
b2RopeDef def;
def.vertices = vertices;
def.count = N;
def.gravity.Set(0.0f, -10.0f);
def.masses = masses;
def.position = m_position1;
def.tuning = m_tuning1;
m_rope1.Create(def);
def.position = m_position2;
def.tuning = m_tuning2;
m_rope2.Create(def);
m_iterations1 = 8;
m_iterations2 = 8;
m_speed = 10.0f;
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(200.0f, 700.0f));
ImGui::Begin("Tuning", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
ImGui::Separator();
ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
const ImGuiComboFlags comboFlags = 0;
const char* bendModels[] = { "Spring", "PBD Ang", "XPBD Ang", "PBD Dist", "PBD Height", "PBD Triangle" };
const char* stretchModels[] = { "PBD", "XPBD" };
ImGui::Text("Rope 1");
static int bendModel1 = m_tuning1.bendingModel;
if (ImGui::BeginCombo("Bend Model##1", bendModels[bendModel1], comboFlags))
{
for (int i = 0; i < IM_ARRAYSIZE(bendModels); ++i)
{
bool isSelected = (bendModel1 == i);
if (ImGui::Selectable(bendModels[i], isSelected))
{
bendModel1 = i;
m_tuning1.bendingModel = b2BendingModel(i);
}
if (isSelected)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
ImGui::SliderFloat("Damping##B1", &m_tuning1.bendDamping, 0.0f, 4.0f, "%.1f");
ImGui::SliderFloat("Hertz##B1", &m_tuning1.bendHertz, 0.0f, 60.0f, "%.0f");
ImGui::SliderFloat("Stiffness##B1", &m_tuning1.bendStiffness, 0.0f, 1.0f, "%.1f");
ImGui::Checkbox("Isometric##1", &m_tuning1.isometric);
ImGui::Checkbox("Fixed Mass##1", &m_tuning1.fixedEffectiveMass);
ImGui::Checkbox("Warm Start##1", &m_tuning1.warmStart);
static int stretchModel1 = m_tuning1.stretchingModel;
if (ImGui::BeginCombo("Stretch Model##1", stretchModels[stretchModel1], comboFlags))
{
for (int i = 0; i < IM_ARRAYSIZE(stretchModels); ++i)
{
bool isSelected = (stretchModel1 == i);
if (ImGui::Selectable(stretchModels[i], isSelected))
{
stretchModel1 = i;
m_tuning1.stretchingModel = b2StretchingModel(i);
}
if (isSelected)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
ImGui::SliderFloat("Damping##S1", &m_tuning1.stretchDamping, 0.0f, 4.0f, "%.1f");
ImGui::SliderFloat("Hertz##S1", &m_tuning1.stretchHertz, 0.0f, 60.0f, "%.0f");
ImGui::SliderFloat("Stiffness##S1", &m_tuning1.stretchStiffness, 0.0f, 1.0f, "%.1f");
ImGui::SliderInt("Iterations##1", &m_iterations1, 1, 100, "%d");
ImGui::Separator();
ImGui::Text("Rope 2");
static int bendModel2 = m_tuning2.bendingModel;
if (ImGui::BeginCombo("Bend Model##2", bendModels[bendModel2], comboFlags))
{
for (int i = 0; i < IM_ARRAYSIZE(bendModels); ++i)
{
bool isSelected = (bendModel2 == i);
if (ImGui::Selectable(bendModels[i], isSelected))
{
bendModel2 = i;
m_tuning2.bendingModel = b2BendingModel(i);
}
if (isSelected)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
ImGui::SliderFloat("Damping##B2", &m_tuning2.bendDamping, 0.0f, 4.0f, "%.1f");
ImGui::SliderFloat("Hertz##B2", &m_tuning2.bendHertz, 0.0f, 60.0f, "%.0f");
ImGui::SliderFloat("Stiffness##B2", &m_tuning2.bendStiffness, 0.0f, 1.0f, "%.1f");
ImGui::Checkbox("Isometric##2", &m_tuning2.isometric);
ImGui::Checkbox("Fixed Mass##2", &m_tuning2.fixedEffectiveMass);
ImGui::Checkbox("Warm Start##2", &m_tuning2.warmStart);
static int stretchModel2 = m_tuning2.stretchingModel;
if (ImGui::BeginCombo("Stretch Model##2", stretchModels[stretchModel2], comboFlags))
{
for (int i = 0; i < IM_ARRAYSIZE(stretchModels); ++i)
{
bool isSelected = (stretchModel2 == i);
if (ImGui::Selectable(stretchModels[i], isSelected))
{
stretchModel2 = i;
m_tuning2.stretchingModel = b2StretchingModel(i);
}
if (isSelected)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
ImGui::SliderFloat("Damping##S2", &m_tuning2.stretchDamping, 0.0f, 4.0f, "%.1f");
ImGui::SliderFloat("Hertz##S2", &m_tuning2.stretchHertz, 0.0f, 60.0f, "%.0f");
ImGui::SliderFloat("Stiffness##S2", &m_tuning2.stretchStiffness, 0.0f, 1.0f, "%.1f");
ImGui::SliderInt("Iterations##2", &m_iterations2, 1, 100, "%d");
ImGui::Separator();
ImGui::SliderFloat("Speed", &m_speed, 10.0f, 100.0f, "%.0f");
if (ImGui::Button("Reset"))
{
m_position1.Set(-5.0f, 15.0f);
m_position2.Set(5.0f, 15.0f);
m_rope1.Reset(m_position1);
m_rope2.Reset(m_position2);
}
ImGui::PopItemWidth();
ImGui::End();
}
void Step(Settings& settings) override
{
float dt = settings.m_hertz > 0.0f ? 1.0f / settings.m_hertz : 0.0f;
if (settings.m_pause == 1 && settings.m_singleStep == 0)
{
dt = 0.0f;
}
if (glfwGetKey(g_mainWindow, GLFW_KEY_COMMA) == GLFW_PRESS)
{
m_position1.x -= m_speed * dt;
m_position2.x -= m_speed * dt;
}
if (glfwGetKey(g_mainWindow, GLFW_KEY_PERIOD) == GLFW_PRESS)
{
m_position1.x += m_speed * dt;
m_position2.x += m_speed * dt;
}
m_rope1.SetTuning(m_tuning1);
m_rope2.SetTuning(m_tuning2);
m_rope1.Step(dt, m_iterations1, m_position1);
m_rope2.Step(dt, m_iterations2, m_position2);
Test::Step(settings);
m_rope1.Draw(&g_debugDraw);
m_rope2.Draw(&g_debugDraw);
g_debugDraw.DrawString(5, m_textLine, "Press comma and period to move left and right");
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new Rope;
}
b2Rope m_rope1;
b2Rope m_rope2;
b2RopeTuning m_tuning1;
b2RopeTuning m_tuning2;
int32 m_iterations1;
int32 m_iterations2;
b2Vec2 m_position1;
b2Vec2 m_position2;
float m_speed;
};
static int testIndex = RegisterTest("Rope", "Bending", Rope::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#include "imgui/imgui.h"
// This shows how to use sensor shapes. Sensors don't have collision, but report overlap events.
class Sensors : public Test
{
public:
enum
{
e_count = 7
};
Sensors()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
{
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
#if 0
{
b2FixtureDef sd;
sd.SetAsBox(10.0f, 2.0f, b2Vec2(0.0f, 20.0f), 0.0f);
sd.isSensor = true;
m_sensor = ground->CreateFixture(&sd);
}
#else
{
b2CircleShape shape;
shape.m_radius = 5.0f;
shape.m_p.Set(0.0f, 10.0f);
b2FixtureDef fd;
fd.shape = &shape;
fd.isSensor = true;
m_sensor = ground->CreateFixture(&fd);
}
#endif
}
{
b2CircleShape shape;
shape.m_radius = 1.0f;
for (int32 i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f + 3.0f * i, 20.0f);
bd.userData.pointer = i;
m_touching[i] = false;
m_bodies[i] = m_world->CreateBody(&bd);
m_bodies[i]->CreateFixture(&shape, 1.0f);
}
}
m_force = 100.0f;
}
// Implement contact listener.
void BeginContact(b2Contact* contact) override
{
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
if (fixtureA == m_sensor)
{
uintptr_t index = fixtureB->GetBody()->GetUserData().pointer;
if (index < e_count)
{
m_touching[index] = true;
}
}
if (fixtureB == m_sensor)
{
uintptr_t index = fixtureA->GetBody()->GetUserData().pointer;
if (index < e_count)
{
m_touching[index] = true;
}
}
}
// Implement contact listener.
void EndContact(b2Contact* contact) override
{
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
if (fixtureA == m_sensor)
{
uintptr_t index = fixtureB->GetBody()->GetUserData().pointer;
if (index < e_count)
{
m_touching[index] = false;
}
}
if (fixtureB == m_sensor)
{
uintptr_t index = fixtureA->GetBody()->GetUserData().pointer;
if (index < e_count)
{
m_touching[index] = false;
}
}
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(200.0f, 60.0f));
ImGui::Begin("Sensor Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
ImGui::SliderFloat("Force", &m_force, 0.0f, 2000.0f, "%.0f");
ImGui::End();
}
void Step(Settings& settings) override
{
Test::Step(settings);
// Traverse the contact results. Apply a force on shapes
// that overlap the sensor.
for (int32 i = 0; i < e_count; ++i)
{
if (m_touching[i] == false)
{
continue;
}
b2Body* body = m_bodies[i];
b2Body* ground = m_sensor->GetBody();
b2CircleShape* circle = (b2CircleShape*)m_sensor->GetShape();
b2Vec2 center = ground->GetWorldPoint(circle->m_p);
b2Vec2 position = body->GetPosition();
b2Vec2 d = center - position;
if (d.LengthSquared() < FLT_EPSILON * FLT_EPSILON)
{
continue;
}
d.Normalize();
b2Vec2 F = m_force * d;
body->ApplyForce(F, position, false);
}
}
static Test* Create()
{
return new Sensors;
}
b2Fixture* m_sensor;
b2Body* m_bodies[e_count];
float m_force;
bool m_touching[e_count];
};
static int testIndex = RegisterTest("Collision", "Sensors", Sensors::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#include "box2d/b2_distance.h"
class ShapeCast : public Test
{
public:
enum
{
e_vertexCount = 8
};
ShapeCast()
{
#if 1
m_vAs[0].Set(-0.5f, 1.0f);
m_vAs[1].Set(0.5f, 1.0f);
m_vAs[2].Set(0.0f, 0.0f);
m_countA = 3;
m_radiusA = b2_polygonRadius;
m_vBs[0].Set(-0.5f, -0.5f);
m_vBs[1].Set(0.5f, -0.5f);
m_vBs[2].Set(0.5f, 0.5f);
m_vBs[3].Set(-0.5f, 0.5f);
m_countB = 4;
m_radiusB = b2_polygonRadius;
m_transformA.p.Set(0.0f, 0.25f);
m_transformA.q.SetIdentity();
m_transformB.p.Set(-4.0f, 0.0f);
m_transformB.q.SetIdentity();
m_translationB.Set(8.0f, 0.0f);
#elif 0
m_vAs[0].Set(0.0f, 0.0f);
m_countA = 1;
m_radiusA = 0.5f;
m_vBs[0].Set(0.0f, 0.0f);
m_countB = 1;
m_radiusB = 0.5f;
m_transformA.p.Set(0.0f, 0.25f);
m_transformA.q.SetIdentity();
m_transformB.p.Set(-4.0f, 0.0f);
m_transformB.q.SetIdentity();
m_translationB.Set(8.0f, 0.0f);
#else
m_vAs[0].Set(0.0f, 0.0f);
m_vAs[1].Set(2.0f, 0.0f);
m_countA = 2;
m_radiusA = b2_polygonRadius;
m_vBs[0].Set(0.0f, 0.0f);
m_countB = 1;
m_radiusB = 0.25f;
// Initial overlap
m_transformA.p.Set(0.0f, 0.0f);
m_transformA.q.SetIdentity();
m_transformB.p.Set(-0.244360745f, 0.05999358f);
m_transformB.q.SetIdentity();
m_translationB.Set(0.0f, 0.0399999991f);
#endif
}
static Test* Create()
{
return new ShapeCast;
}
void Step(Settings& settings) override
{
Test::Step(settings);
b2ShapeCastInput input;
input.proxyA.Set(m_vAs, m_countA, m_radiusA);
input.proxyB.Set(m_vBs, m_countB, m_radiusB);
input.transformA = m_transformA;
input.transformB = m_transformB;
input.translationB = m_translationB;
b2ShapeCastOutput output;
bool hit = b2ShapeCast(&output, &input);
b2Transform transformB2;
transformB2.q = m_transformB.q;
transformB2.p = m_transformB.p + output.lambda * input.translationB;
b2DistanceInput distanceInput;
distanceInput.proxyA.Set(m_vAs, m_countA, m_radiusA);
distanceInput.proxyB.Set(m_vBs, m_countB, m_radiusB);
distanceInput.transformA = m_transformA;
distanceInput.transformB = transformB2;
distanceInput.useRadii = false;
b2SimplexCache simplexCache;
simplexCache.count = 0;
b2DistanceOutput distanceOutput;
b2Distance(&distanceOutput, &simplexCache, &distanceInput);
g_debugDraw.DrawString(5, m_textLine, "hit = %s, iters = %d, lambda = %g, distance = %g",
hit ? "true" : "false", output.iterations, output.lambda, distanceOutput.distance);
m_textLine += m_textIncrement;
b2Vec2 vertices[b2_maxPolygonVertices];
for (int32 i = 0; i < m_countA; ++i)
{
vertices[i] = b2Mul(m_transformA, m_vAs[i]);
}
if (m_countA == 1)
{
g_debugDraw.DrawCircle(vertices[0], m_radiusA, b2Color(0.9f, 0.9f, 0.9f));
}
else
{
g_debugDraw.DrawPolygon(vertices, m_countA, b2Color(0.9f, 0.9f, 0.9f));
}
for (int32 i = 0; i < m_countB; ++i)
{
vertices[i] = b2Mul(m_transformB, m_vBs[i]);
}
if (m_countB == 1)
{
g_debugDraw.DrawCircle(vertices[0], m_radiusB, b2Color(0.5f, 0.9f, 0.5f));
}
else
{
g_debugDraw.DrawPolygon(vertices, m_countB, b2Color(0.5f, 0.9f, 0.5f));
}
for (int32 i = 0; i < m_countB; ++i)
{
vertices[i] = b2Mul(transformB2, m_vBs[i]);
}
if (m_countB == 1)
{
g_debugDraw.DrawCircle(vertices[0], m_radiusB, b2Color(0.5f, 0.7f, 0.9f));
}
else
{
g_debugDraw.DrawPolygon(vertices, m_countB, b2Color(0.5f, 0.7f, 0.9f));
}
if (hit)
{
b2Vec2 p1 = output.point;
g_debugDraw.DrawPoint(p1, 10.0f, b2Color(0.9f, 0.3f, 0.3f));
b2Vec2 p2 = p1 + output.normal;
g_debugDraw.DrawSegment(p1, p2, b2Color(0.9f, 0.3f, 0.3f));
}
}
b2Vec2 m_vAs[b2_maxPolygonVertices];
int32 m_countA;
float m_radiusA;
b2Vec2 m_vBs[b2_maxPolygonVertices];
int32 m_countB;
float m_radiusB;
b2Transform m_transformA;
b2Transform m_transformB;
b2Vec2 m_translationB;
};
static int testIndex = RegisterTest("Collision", "Shape Cast", ShapeCast::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class ShapeEditing : public Test
{
public:
ShapeEditing()
{
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 10.0f);
m_body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(4.0f, 4.0f, b2Vec2(0.0f, 0.0f), 0.0f);
m_fixture1 = m_body->CreateFixture(&shape, 10.0f);
m_fixture2 = NULL;
m_sensor = false;
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_C:
if (m_fixture2 == NULL)
{
b2CircleShape shape;
shape.m_radius = 3.0f;
shape.m_p.Set(0.5f, -4.0f);
m_fixture2 = m_body->CreateFixture(&shape, 10.0f);
m_body->SetAwake(true);
}
break;
case GLFW_KEY_D:
if (m_fixture2 != NULL)
{
m_body->DestroyFixture(m_fixture2);
m_fixture2 = NULL;
m_body->SetAwake(true);
}
break;
case GLFW_KEY_S:
if (m_fixture2 != NULL)
{
m_sensor = !m_sensor;
m_fixture2->SetSensor(m_sensor);
}
break;
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "Press: (c) create a shape, (d) destroy a shape.");
m_textLine += m_textIncrement;
g_debugDraw.DrawString(5, m_textLine, "sensor = %d", m_sensor);
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new ShapeEditing;
}
b2Body* m_body;
b2Fixture* m_fixture1;
b2Fixture* m_fixture2;
bool m_sensor;
};
static int testIndex = RegisterTest("Examples", "Shape Editing", ShapeEditing::Create);

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/*
Test case for collision/jerking issue.
*/
#include "test.h"
#include <vector>
#include <iostream>
class Skier : public Test
{
public:
Skier()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
float const PlatformWidth = 8.0f;
/*
First angle is from the horizontal and should be negative for a downward slope.
Second angle is relative to the preceding slope, and should be positive, creating a kind of
loose 'Z'-shape from the 3 edges.
If A1 = -10, then A2 <= ~1.5 will result in the collision glitch.
If A1 = -30, then A2 <= ~10.0 will result in the glitch.
*/
float const Angle1Degrees = -30.0f;
float const Angle2Degrees = 10.0f;
/*
The larger the value of SlopeLength, the less likely the glitch will show up.
*/
float const SlopeLength = 2.0f;
float const SurfaceFriction = 0.2f;
// Convert to radians
float const Slope1Incline = -Angle1Degrees * b2_pi / 180.0f;
float const Slope2Incline = Slope1Incline - Angle2Degrees * b2_pi / 180.0f;
//
m_platform_width = PlatformWidth;
// Horizontal platform
b2Vec2 v1(-PlatformWidth, 0.0f);
b2Vec2 v2(0.0f, 0.0f);
b2Vec2 v3(SlopeLength * cosf(Slope1Incline), -SlopeLength * sinf(Slope1Incline));
b2Vec2 v4(v3.x + SlopeLength * cosf(Slope2Incline), v3.y - SlopeLength * sinf(Slope2Incline));
b2Vec2 v5(v4.x, v4.y - 1.0f);
b2Vec2 vertices[5] = { v5, v4, v3, v2, v1 };
b2ChainShape shape;
shape.CreateLoop(vertices, 5);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 0.0f;
fd.friction = SurfaceFriction;
ground->CreateFixture(&fd);
}
{
float const BodyWidth = 1.0f;
float const BodyHeight = 2.5f;
float const SkiLength = 3.0f;
/*
Larger values for this seem to alleviate the issue to some extent.
*/
float const SkiThickness = 0.3f;
float const SkiFriction = 0.0f;
float const SkiRestitution = 0.15f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
float initial_y = BodyHeight / 2 + SkiThickness;
bd.position.Set(-m_platform_width / 2, initial_y);
b2Body* skier = m_world->CreateBody(&bd);
b2PolygonShape ski;
b2Vec2 verts[4];
verts[0].Set(-SkiLength / 2 - SkiThickness, -BodyHeight / 2);
verts[1].Set(-SkiLength / 2, -BodyHeight / 2 - SkiThickness);
verts[2].Set(SkiLength / 2, -BodyHeight / 2 - SkiThickness);
verts[3].Set(SkiLength / 2 + SkiThickness, -BodyHeight / 2);
ski.Set(verts, 4);
b2FixtureDef fd;
fd.density = 1.0f;
fd.friction = SkiFriction;
fd.restitution = SkiRestitution;
fd.shape = &ski;
skier->CreateFixture(&fd);
skier->SetLinearVelocity(b2Vec2(0.5f, 0.0f));
m_skier = skier;
}
g_camera.m_center = b2Vec2(m_platform_width / 2.0f, 0.0f);
g_camera.m_zoom = 0.4f;
m_fixed_camera = true;
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_C:
m_fixed_camera = !m_fixed_camera;
if(m_fixed_camera)
{
g_camera.m_center = b2Vec2(m_platform_width / 2.0f, 0.0f);
}
break;
}
}
void Step(Settings& settings) override
{
g_debugDraw.DrawString(5, m_textLine, "Keys: c = Camera fixed/tracking");
m_textLine += m_textIncrement;
if(!m_fixed_camera)
{
g_camera.m_center = m_skier->GetPosition();
}
Test::Step(settings);
}
static Test* Create()
{
return new Skier;
}
b2Body* m_skier;
float m_platform_width;
bool m_fixed_camera;
};
static int testIndex = RegisterTest("Bugs", "Skier", Skier::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
// A basic slider crank created for GDC tutorial: Understanding Constraints
class SliderCrank1 : public Test
{
public:
SliderCrank1()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
bd.position.Set(0.0f, 17.0f);
ground = m_world->CreateBody(&bd);
}
{
b2Body* prevBody = ground;
// Define crank.
{
b2PolygonShape shape;
shape.SetAsBox(4.0f, 1.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-8.0f, 20.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
b2RevoluteJointDef rjd;
rjd.Initialize(prevBody, body, b2Vec2(-12.0f, 20.0f));
m_world->CreateJoint(&rjd);
prevBody = body;
}
// Define connecting rod
{
b2PolygonShape shape;
shape.SetAsBox(8.0f, 1.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(4.0f, 20.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
b2RevoluteJointDef rjd;
rjd.Initialize(prevBody, body, b2Vec2(-4.0f, 20.0f));
m_world->CreateJoint(&rjd);
prevBody = body;
}
// Define piston
{
b2PolygonShape shape;
shape.SetAsBox(3.0f, 3.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.fixedRotation = true;
bd.position.Set(12.0f, 20.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
b2RevoluteJointDef rjd;
rjd.Initialize(prevBody, body, b2Vec2(12.0f, 20.0f));
m_world->CreateJoint(&rjd);
b2PrismaticJointDef pjd;
pjd.Initialize(ground, body, b2Vec2(12.0f, 17.0f), b2Vec2(1.0f, 0.0f));
m_world->CreateJoint(&pjd);
}
}
}
static Test* Create()
{
return new SliderCrank1;
}
};
static int testIndex = RegisterTest("Examples", "Slider Crank 1", SliderCrank1::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "settings.h"
#include "test.h"
// A motor driven slider crank with joint friction.
class SliderCrank2 : public Test
{
public:
SliderCrank2()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2Body* prevBody = ground;
// Define crank.
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 2.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 7.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
b2RevoluteJointDef rjd;
rjd.Initialize(prevBody, body, b2Vec2(0.0f, 5.0f));
rjd.motorSpeed = 1.0f * b2_pi;
rjd.maxMotorTorque = 10000.0f;
rjd.enableMotor = true;
m_joint1 = (b2RevoluteJoint*)m_world->CreateJoint(&rjd);
prevBody = body;
}
// Define follower.
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 4.0f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 13.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
b2RevoluteJointDef rjd;
rjd.Initialize(prevBody, body, b2Vec2(0.0f, 9.0f));
rjd.enableMotor = false;
m_world->CreateJoint(&rjd);
prevBody = body;
}
// Define piston
{
b2PolygonShape shape;
shape.SetAsBox(1.5f, 1.5f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.fixedRotation = true;
bd.position.Set(0.0f, 17.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
b2RevoluteJointDef rjd;
rjd.Initialize(prevBody, body, b2Vec2(0.0f, 17.0f));
m_world->CreateJoint(&rjd);
b2PrismaticJointDef pjd;
pjd.Initialize(ground, body, b2Vec2(0.0f, 17.0f), b2Vec2(0.0f, 1.0f));
pjd.maxMotorForce = 1000.0f;
pjd.enableMotor = true;
m_joint2 = (b2PrismaticJoint*)m_world->CreateJoint(&pjd);
}
// Create a payload
{
b2PolygonShape shape;
shape.SetAsBox(1.5f, 1.5f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 23.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 2.0f);
}
}
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_F:
m_joint2->EnableMotor(!m_joint2->IsMotorEnabled());
m_joint2->GetBodyB()->SetAwake(true);
break;
case GLFW_KEY_M:
m_joint1->EnableMotor(!m_joint1->IsMotorEnabled());
m_joint1->GetBodyB()->SetAwake(true);
break;
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "Keys: (f) toggle friction, (m) toggle motor");
m_textLine += m_textIncrement;
float torque = m_joint1->GetMotorTorque(settings.m_hertz);
g_debugDraw.DrawString(5, m_textLine, "Motor Torque = %5.0f", (float) torque);
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new SliderCrank2;
}
b2RevoluteJoint* m_joint1;
b2PrismaticJoint* m_joint2;
};
static int testIndex = RegisterTest("Examples", "Slider Crank 2", SliderCrank2::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// Inspired by a contribution from roman_m
// Dimensions scooped from APE (http://www.cove.org/ape/index.htm)
#include "test.h"
class TheoJansen : public Test
{
public:
void CreateLeg(float s, const b2Vec2& wheelAnchor)
{
b2Vec2 p1(5.4f * s, -6.1f);
b2Vec2 p2(7.2f * s, -1.2f);
b2Vec2 p3(4.3f * s, -1.9f);
b2Vec2 p4(3.1f * s, 0.8f);
b2Vec2 p5(6.0f * s, 1.5f);
b2Vec2 p6(2.5f * s, 3.7f);
b2FixtureDef fd1, fd2;
fd1.filter.groupIndex = -1;
fd2.filter.groupIndex = -1;
fd1.density = 1.0f;
fd2.density = 1.0f;
b2PolygonShape poly1, poly2;
if (s > 0.0f)
{
b2Vec2 vertices[3];
vertices[0] = p1;
vertices[1] = p2;
vertices[2] = p3;
poly1.Set(vertices, 3);
vertices[0] = b2Vec2_zero;
vertices[1] = p5 - p4;
vertices[2] = p6 - p4;
poly2.Set(vertices, 3);
}
else
{
b2Vec2 vertices[3];
vertices[0] = p1;
vertices[1] = p3;
vertices[2] = p2;
poly1.Set(vertices, 3);
vertices[0] = b2Vec2_zero;
vertices[1] = p6 - p4;
vertices[2] = p5 - p4;
poly2.Set(vertices, 3);
}
fd1.shape = &poly1;
fd2.shape = &poly2;
b2BodyDef bd1, bd2;
bd1.type = b2_dynamicBody;
bd2.type = b2_dynamicBody;
bd1.position = m_offset;
bd2.position = p4 + m_offset;
bd1.angularDamping = 10.0f;
bd2.angularDamping = 10.0f;
b2Body* body1 = m_world->CreateBody(&bd1);
b2Body* body2 = m_world->CreateBody(&bd2);
body1->CreateFixture(&fd1);
body2->CreateFixture(&fd2);
{
b2DistanceJointDef jd;
// Using a soft distance constraint can reduce some jitter.
// It also makes the structure seem a bit more fluid by
// acting like a suspension system.
float dampingRatio = 0.5f;
float frequencyHz = 10.0f;
jd.Initialize(body1, body2, p2 + m_offset, p5 + m_offset);
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_world->CreateJoint(&jd);
jd.Initialize(body1, body2, p3 + m_offset, p4 + m_offset);
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_world->CreateJoint(&jd);
jd.Initialize(body1, m_wheel, p3 + m_offset, wheelAnchor + m_offset);
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_world->CreateJoint(&jd);
jd.Initialize(body2, m_wheel, p6 + m_offset, wheelAnchor + m_offset);
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_world->CreateJoint(&jd);
}
{
b2RevoluteJointDef jd;
jd.Initialize(body2, m_chassis, p4 + m_offset);
m_world->CreateJoint(&jd);
}
}
TheoJansen()
{
m_offset.Set(0.0f, 8.0f);
m_motorSpeed = 2.0f;
m_motorOn = true;
b2Vec2 pivot(0.0f, 0.8f);
// Ground
{
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-50.0f, 0.0f), b2Vec2(50.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(b2Vec2(-50.0f, 0.0f), b2Vec2(-50.0f, 10.0f));
ground->CreateFixture(&shape, 0.0f);
shape.SetTwoSided(b2Vec2(50.0f, 0.0f), b2Vec2(50.0f, 10.0f));
ground->CreateFixture(&shape, 0.0f);
}
// Balls
for (int32 i = 0; i < 40; ++i)
{
b2CircleShape shape;
shape.m_radius = 0.25f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-40.0f + 2.0f * i, 0.5f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 1.0f);
}
// Chassis
{
b2PolygonShape shape;
shape.SetAsBox(2.5f, 1.0f);
b2FixtureDef sd;
sd.density = 1.0f;
sd.shape = &shape;
sd.filter.groupIndex = -1;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = pivot + m_offset;
m_chassis = m_world->CreateBody(&bd);
m_chassis->CreateFixture(&sd);
}
{
b2CircleShape shape;
shape.m_radius = 1.6f;
b2FixtureDef sd;
sd.density = 1.0f;
sd.shape = &shape;
sd.filter.groupIndex = -1;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = pivot + m_offset;
m_wheel = m_world->CreateBody(&bd);
m_wheel->CreateFixture(&sd);
}
{
b2RevoluteJointDef jd;
jd.Initialize(m_wheel, m_chassis, pivot + m_offset);
jd.collideConnected = false;
jd.motorSpeed = m_motorSpeed;
jd.maxMotorTorque = 400.0f;
jd.enableMotor = m_motorOn;
m_motorJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
}
b2Vec2 wheelAnchor;
wheelAnchor = pivot + b2Vec2(0.0f, -0.8f);
CreateLeg(-1.0f, wheelAnchor);
CreateLeg(1.0f, wheelAnchor);
m_wheel->SetTransform(m_wheel->GetPosition(), 120.0f * b2_pi / 180.0f);
CreateLeg(-1.0f, wheelAnchor);
CreateLeg(1.0f, wheelAnchor);
m_wheel->SetTransform(m_wheel->GetPosition(), -120.0f * b2_pi / 180.0f);
CreateLeg(-1.0f, wheelAnchor);
CreateLeg(1.0f, wheelAnchor);
}
void Step(Settings& settings) override
{
g_debugDraw.DrawString(5, m_textLine, "Keys: left = a, brake = s, right = d, toggle motor = m");
m_textLine += m_textIncrement;
Test::Step(settings);
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_A:
m_motorJoint->SetMotorSpeed(-m_motorSpeed);
break;
case GLFW_KEY_S:
m_motorJoint->SetMotorSpeed(0.0f);
break;
case GLFW_KEY_D:
m_motorJoint->SetMotorSpeed(m_motorSpeed);
break;
case GLFW_KEY_M:
m_motorJoint->EnableMotor(!m_motorJoint->IsMotorEnabled());
break;
}
}
static Test* Create()
{
return new TheoJansen;
}
b2Vec2 m_offset;
b2Body* m_chassis;
b2Body* m_wheel;
b2RevoluteJoint* m_motorJoint;
bool m_motorOn;
float m_motorSpeed;
};
static int testIndex = RegisterTest("Examples", "Theo Jansen", TheoJansen::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
/// This stress tests the dynamic tree broad-phase. This also shows that tile
/// based collision is _not_ smooth due to Box2D not knowing about adjacency.
class Tiles : public Test
{
public:
enum
{
e_count = 20
};
Tiles()
{
m_fixtureCount = 0;
b2Timer timer;
{
float a = 0.5f;
b2BodyDef bd;
bd.position.y = -a;
b2Body* ground = m_world->CreateBody(&bd);
#if 1
int32 N = 200;
int32 M = 10;
b2Vec2 position;
position.y = 0.0f;
for (int32 j = 0; j < M; ++j)
{
position.x = -N * a;
for (int32 i = 0; i < N; ++i)
{
b2PolygonShape shape;
shape.SetAsBox(a, a, position, 0.0f);
ground->CreateFixture(&shape, 0.0f);
++m_fixtureCount;
position.x += 2.0f * a;
}
position.y -= 2.0f * a;
}
#else
int32 N = 200;
int32 M = 10;
b2Vec2 position;
position.x = -N * a;
for (int32 i = 0; i < N; ++i)
{
position.y = 0.0f;
for (int32 j = 0; j < M; ++j)
{
b2PolygonShape shape;
shape.SetAsBox(a, a, position, 0.0f);
ground->CreateFixture(&shape, 0.0f);
position.y -= 2.0f * a;
}
position.x += 2.0f * a;
}
#endif
}
{
float a = 0.5f;
b2PolygonShape shape;
shape.SetAsBox(a, a);
b2Vec2 x(-7.0f, 0.75f);
b2Vec2 y;
b2Vec2 deltaX(0.5625f, 1.25f);
b2Vec2 deltaY(1.125f, 0.0f);
for (int32 i = 0; i < e_count; ++i)
{
y = x;
for (int32 j = i; j < e_count; ++j)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = y;
//if (i == 0 && j == 0)
//{
// bd.allowSleep = false;
//}
//else
//{
// bd.allowSleep = true;
//}
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 5.0f);
++m_fixtureCount;
y += deltaY;
}
x += deltaX;
}
}
m_createTime = timer.GetMilliseconds();
}
void Step(Settings& settings) override
{
const b2ContactManager& cm = m_world->GetContactManager();
int32 height = cm.m_broadPhase.GetTreeHeight();
int32 leafCount = cm.m_broadPhase.GetProxyCount();
int32 minimumNodeCount = 2 * leafCount - 1;
float minimumHeight = ceilf(logf(float(minimumNodeCount)) / logf(2.0f));
g_debugDraw.DrawString(5, m_textLine, "dynamic tree height = %d, min = %d", height, int32(minimumHeight));
m_textLine += m_textIncrement;
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "create time = %6.2f ms, fixture count = %d",
m_createTime, m_fixtureCount);
m_textLine += m_textIncrement;
//b2DynamicTree* tree = &m_world->m_contactManager.m_broadPhase.m_tree;
//if (m_stepCount == 400)
//{
// tree->RebuildBottomUp();
//}
}
static Test* Create()
{
return new Tiles;
}
int32 m_fixtureCount;
float m_createTime;
};
static int testIndex = RegisterTest("Benchmark", "Tiles", Tiles::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#include "box2d/b2_time_of_impact.h"
class TimeOfImpact : public Test
{
public:
TimeOfImpact()
{
m_shapeA.SetAsBox(25.0f, 5.0f);
m_shapeB.SetAsBox(2.5f, 2.5f);
}
static Test* Create()
{
return new TimeOfImpact;
}
void Step(Settings& settings) override
{
Test::Step(settings);
b2Sweep sweepA;
sweepA.c0.Set(24.0f, -60.0f);
sweepA.a0 = 2.95f;
sweepA.c = sweepA.c0;
sweepA.a = sweepA.a0;
sweepA.localCenter.SetZero();
b2Sweep sweepB;
sweepB.c0.Set(53.474274f, -50.252514f);
sweepB.a0 = 513.36676f; // - 162.0f * b2_pi;
sweepB.c.Set(54.595478f, -51.083473f);
sweepB.a = 513.62781f; // - 162.0f * b2_pi;
sweepB.localCenter.SetZero();
//sweepB.a0 -= 300.0f * b2_pi;
//sweepB.a -= 300.0f * b2_pi;
b2TOIInput input;
input.proxyA.Set(&m_shapeA, 0);
input.proxyB.Set(&m_shapeB, 0);
input.sweepA = sweepA;
input.sweepB = sweepB;
input.tMax = 1.0f;
b2TOIOutput output;
b2TimeOfImpact(&output, &input);
g_debugDraw.DrawString(5, m_textLine, "toi = %g", output.t);
m_textLine += m_textIncrement;
extern B2_API int32 b2_toiMaxIters, b2_toiMaxRootIters;
g_debugDraw.DrawString(5, m_textLine, "max toi iters = %d, max root iters = %d", b2_toiMaxIters, b2_toiMaxRootIters);
m_textLine += m_textIncrement;
b2Vec2 vertices[b2_maxPolygonVertices];
b2Transform transformA;
sweepA.GetTransform(&transformA, 0.0f);
for (int32 i = 0; i < m_shapeA.m_count; ++i)
{
vertices[i] = b2Mul(transformA, m_shapeA.m_vertices[i]);
}
g_debugDraw.DrawPolygon(vertices, m_shapeA.m_count, b2Color(0.9f, 0.9f, 0.9f));
b2Transform transformB;
sweepB.GetTransform(&transformB, 0.0f);
//b2Vec2 localPoint(2.0f, -0.1f);
for (int32 i = 0; i < m_shapeB.m_count; ++i)
{
vertices[i] = b2Mul(transformB, m_shapeB.m_vertices[i]);
}
g_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, b2Color(0.5f, 0.9f, 0.5f));
sweepB.GetTransform(&transformB, output.t);
for (int32 i = 0; i < m_shapeB.m_count; ++i)
{
vertices[i] = b2Mul(transformB, m_shapeB.m_vertices[i]);
}
g_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, b2Color(0.5f, 0.7f, 0.9f));
sweepB.GetTransform(&transformB, 1.0f);
for (int32 i = 0; i < m_shapeB.m_count; ++i)
{
vertices[i] = b2Mul(transformB, m_shapeB.m_vertices[i]);
}
g_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, b2Color(0.9f, 0.5f, 0.5f));
#if 0
for (float t = 0.0f; t < 1.0f; t += 0.1f)
{
sweepB.GetTransform(&transformB, t);
for (int32 i = 0; i < m_shapeB.m_count; ++i)
{
vertices[i] = b2Mul(transformB, m_shapeB.m_vertices[i]);
}
g_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, b2Color(0.9f, 0.5f, 0.5f));
}
#endif
}
b2PolygonShape m_shapeA;
b2PolygonShape m_shapeB;
};
static int testIndex = RegisterTest("Collision", "Time of Impact", TimeOfImpact::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
class Tumbler : public Test
{
public:
enum
{
e_count = 800
};
Tumbler()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.allowSleep = false;
bd.position.Set(0.0f, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.5f, 10.0f, b2Vec2( 10.0f, 0.0f), 0.0);
body->CreateFixture(&shape, 5.0f);
shape.SetAsBox(0.5f, 10.0f, b2Vec2(-10.0f, 0.0f), 0.0);
body->CreateFixture(&shape, 5.0f);
shape.SetAsBox(10.0f, 0.5f, b2Vec2(0.0f, 10.0f), 0.0);
body->CreateFixture(&shape, 5.0f);
shape.SetAsBox(10.0f, 0.5f, b2Vec2(0.0f, -10.0f), 0.0);
body->CreateFixture(&shape, 5.0f);
b2RevoluteJointDef jd;
jd.bodyA = ground;
jd.bodyB = body;
jd.localAnchorA.Set(0.0f, 10.0f);
jd.localAnchorB.Set(0.0f, 0.0f);
jd.referenceAngle = 0.0f;
jd.motorSpeed = 0.05f * b2_pi;
jd.maxMotorTorque = 1e8f;
jd.enableMotor = true;
m_joint = (b2RevoluteJoint*)m_world->CreateJoint(&jd);
}
m_count = 0;
}
void Step(Settings& settings) override
{
Test::Step(settings);
if (m_count < e_count)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsBox(0.125f, 0.125f);
body->CreateFixture(&shape, 1.0f);
++m_count;
}
}
static Test* Create()
{
return new Tumbler;
}
b2RevoluteJoint* m_joint;
int32 m_count;
};
static int testIndex = RegisterTest("Benchmark", "Tumbler", Tumbler::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
// Test distance joints, body destruction, and joint destruction.
class Web : public Test
{
public:
Web()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.5f);
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-5.0f, 5.0f);
m_bodies[0] = m_world->CreateBody(&bd);
m_bodies[0]->CreateFixture(&shape, 5.0f);
bd.position.Set(5.0f, 5.0f);
m_bodies[1] = m_world->CreateBody(&bd);
m_bodies[1]->CreateFixture(&shape, 5.0f);
bd.position.Set(5.0f, 15.0f);
m_bodies[2] = m_world->CreateBody(&bd);
m_bodies[2]->CreateFixture(&shape, 5.0f);
bd.position.Set(-5.0f, 15.0f);
m_bodies[3] = m_world->CreateBody(&bd);
m_bodies[3]->CreateFixture(&shape, 5.0f);
b2DistanceJointDef jd;
b2Vec2 p1, p2, d;
float frequencyHz = 2.0f;
float dampingRatio = 0.0f;
jd.bodyA = ground;
jd.bodyB = m_bodies[0];
jd.localAnchorA.Set(-10.0f, 0.0f);
jd.localAnchorB.Set(-0.5f, -0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_joints[0] = m_world->CreateJoint(&jd);
jd.bodyA = ground;
jd.bodyB = m_bodies[1];
jd.localAnchorA.Set(10.0f, 0.0f);
jd.localAnchorB.Set(0.5f, -0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_joints[1] = m_world->CreateJoint(&jd);
jd.bodyA = ground;
jd.bodyB = m_bodies[2];
jd.localAnchorA.Set(10.0f, 20.0f);
jd.localAnchorB.Set(0.5f, 0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_joints[2] = m_world->CreateJoint(&jd);
jd.bodyA = ground;
jd.bodyB = m_bodies[3];
jd.localAnchorA.Set(-10.0f, 20.0f);
jd.localAnchorB.Set(-0.5f, 0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_joints[3] = m_world->CreateJoint(&jd);
jd.bodyA = m_bodies[0];
jd.bodyB = m_bodies[1];
jd.localAnchorA.Set(0.5f, 0.0f);
jd.localAnchorB.Set(-0.5f, 0.0f);;
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_joints[4] = m_world->CreateJoint(&jd);
jd.bodyA = m_bodies[1];
jd.bodyB = m_bodies[2];
jd.localAnchorA.Set(0.0f, 0.5f);
jd.localAnchorB.Set(0.0f, -0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_joints[5] = m_world->CreateJoint(&jd);
jd.bodyA = m_bodies[2];
jd.bodyB = m_bodies[3];
jd.localAnchorA.Set(-0.5f, 0.0f);
jd.localAnchorB.Set(0.5f, 0.0f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_joints[6] = m_world->CreateJoint(&jd);
jd.bodyA = m_bodies[3];
jd.bodyB = m_bodies[0];
jd.localAnchorA.Set(0.0f, -0.5f);
jd.localAnchorB.Set(0.0f, 0.5f);
p1 = jd.bodyA->GetWorldPoint(jd.localAnchorA);
p2 = jd.bodyB->GetWorldPoint(jd.localAnchorB);
d = p2 - p1;
jd.length = d.Length();
b2LinearStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
m_joints[7] = m_world->CreateJoint(&jd);
}
}
void Keyboard(int key) override
{
switch (key)
{
case GLFW_KEY_B:
for (int32 i = 0; i < 4; ++i)
{
if (m_bodies[i])
{
m_world->DestroyBody(m_bodies[i]);
m_bodies[i] = NULL;
break;
}
}
break;
case GLFW_KEY_J:
for (int32 i = 0; i < 8; ++i)
{
if (m_joints[i])
{
m_world->DestroyJoint(m_joints[i]);
m_joints[i] = NULL;
break;
}
}
break;
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
g_debugDraw.DrawString(5, m_textLine, "Press: (b) to delete a body, (j) to delete a joint");
m_textLine += m_textIncrement;
}
void JointDestroyed(b2Joint* joint) override
{
for (int32 i = 0; i < 8; ++i)
{
if (m_joints[i] == joint)
{
m_joints[i] = NULL;
break;
}
}
}
static Test* Create()
{
return new Web;
}
b2Body* m_bodies[4];
b2Joint* m_joints[8];
};
static int testIndex = RegisterTest("Examples", "Web", Web::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "settings.h"
#include "test.h"
#include "imgui/imgui.h"
// Test the wheel joint with motor, spring, and limit options.
class WheelJoint : public Test
{
public:
WheelJoint()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
m_enableLimit = true;
m_enableMotor = false;
m_motorSpeed = 10.0f;
{
b2CircleShape shape;
shape.m_radius = 2.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.0f, 10.0f);
bd.allowSleep = false;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&shape, 5.0f);
b2WheelJointDef jd;
// Horizontal
jd.Initialize(ground, body, bd.position, b2Vec2(0.0f, 1.0f));
jd.motorSpeed = m_motorSpeed;
jd.maxMotorTorque = 10000.0f;
jd.enableMotor = m_enableMotor;
jd.lowerTranslation = -3.0f;
jd.upperTranslation = 3.0f;
jd.enableLimit = m_enableLimit;
float hertz = 1.0f;
float dampingRatio = 0.7f;
b2LinearStiffness(jd.stiffness, jd.damping, hertz, dampingRatio, ground, body);
m_joint = (b2WheelJoint*)m_world->CreateJoint(&jd);
}
}
void Step(Settings& settings) override
{
Test::Step(settings);
float torque = m_joint->GetMotorTorque(settings.m_hertz);
g_debugDraw.DrawString(5, m_textLine, "Motor Torque = %4.0f", torque);
m_textLine += m_textIncrement;
b2Vec2 F = m_joint->GetReactionForce(settings.m_hertz);
g_debugDraw.DrawString(5, m_textLine, "Reaction Force = (%4.1f, %4.1f)", F.x, F.y);
m_textLine += m_textIncrement;
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(200.0f, 100.0f));
ImGui::Begin("Joint Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
if (ImGui::Checkbox("Limit", &m_enableLimit))
{
m_joint->EnableLimit(m_enableLimit);
}
if (ImGui::Checkbox("Motor", &m_enableMotor))
{
m_joint->EnableMotor(m_enableMotor);
}
if (ImGui::SliderFloat("Speed", &m_motorSpeed, -100.0f, 100.0f, "%.0f"))
{
m_joint->SetMotorSpeed(m_motorSpeed);
}
ImGui::End();
}
static Test* Create()
{
return new WheelJoint;
}
b2WheelJoint* m_joint;
float m_motorSpeed;
bool m_enableMotor;
bool m_enableLimit;
};
static int testIndex = RegisterTest("Joints", "Wheel", WheelJoint::Create);

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// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "test.h"
#include "imgui/imgui.h"
/// This test shows how a distance joint can be used to stabilize a chain of
/// bodies with a heavy payload. Notice that the distance joint just prevents
/// excessive stretching and has no other effect.
/// By disabling the distance joint you can see that the Box2D solver has trouble
/// supporting heavy bodies with light bodies. Try playing around with the
/// densities, time step, and iterations to see how they affect stability.
/// This test also shows how to use contact filtering. Filtering is configured
/// so that the payload does not collide with the chain.
class WreckingBall : public Test
{
public:
WreckingBall()
{
b2Body* ground = NULL;
{
b2BodyDef bd;
ground = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
}
{
b2PolygonShape shape;
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.friction = 0.2f;
fd.filter.categoryBits = 0x0001;
fd.filter.maskBits = 0xFFFF & ~0x0002;
b2RevoluteJointDef jd;
jd.collideConnected = false;
const int32 N = 10;
const float y = 15.0f;
m_distanceJointDef.localAnchorA.Set(0.0f, y);
b2Body* prevBody = ground;
for (int32 i = 0; i < N; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(0.5f + 1.0f * i, y);
if (i == N - 1)
{
bd.position.Set(1.0f * i, y);
bd.angularDamping = 0.4f;
}
b2Body* body = m_world->CreateBody(&bd);
if (i == N - 1)
{
b2CircleShape circleShape;
circleShape.m_radius = 1.5f;
b2FixtureDef sfd;
sfd.shape = &circleShape;
sfd.density = 100.0f;
sfd.filter.categoryBits = 0x0002;
body->CreateFixture(&sfd);
}
else
{
body->CreateFixture(&fd);
}
b2Vec2 anchor(float(i), y);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
prevBody = body;
}
m_distanceJointDef.localAnchorB.SetZero();
float extraLength = 0.01f;
m_distanceJointDef.minLength = 0.0f;
m_distanceJointDef.maxLength = N - 1.0f + extraLength;
m_distanceJointDef.bodyB = prevBody;
}
{
m_distanceJointDef.bodyA = ground;
m_distanceJoint = m_world->CreateJoint(&m_distanceJointDef);
m_stabilize = true;
}
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(200.0f, 100.0f));
ImGui::Begin("Wrecking Ball Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
if (ImGui::Checkbox("Stabilize", &m_stabilize))
{
if (m_stabilize == true && m_distanceJoint == nullptr)
{
m_distanceJoint = m_world->CreateJoint(&m_distanceJointDef);
}
else if (m_stabilize == false && m_distanceJoint != nullptr)
{
m_world->DestroyJoint(m_distanceJoint);
m_distanceJoint = nullptr;
}
}
ImGui::End();
}
void Step(Settings& settings) override
{
Test::Step(settings);
if (m_distanceJoint)
{
g_debugDraw.DrawString(5, m_textLine, "Distance Joint ON");
}
else
{
g_debugDraw.DrawString(5, m_textLine, "Distance Joint OFF");
}
m_textLine += m_textIncrement;
}
static Test* Create()
{
return new WreckingBall;
}
b2DistanceJointDef m_distanceJointDef;
b2Joint* m_distanceJoint;
bool m_stabilize;
};
static int testIndex = RegisterTest("Examples", "Wrecking Ball", WreckingBall::Create);