Add initial prototype.
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159
3-mid/physics/implement/box2d/contrib/testbed/tests/tiles.cpp
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159
3-mid/physics/implement/box2d/contrib/testbed/tests/tiles.cpp
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "test.h"
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/// This stress tests the dynamic tree broad-phase. This also shows that tile
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/// based collision is _not_ smooth due to Box2D not knowing about adjacency.
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class Tiles : public Test
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{
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public:
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enum
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{
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e_count = 20
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};
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Tiles()
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{
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m_fixtureCount = 0;
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b2Timer timer;
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{
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float a = 0.5f;
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b2BodyDef bd;
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bd.position.y = -a;
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b2Body* ground = m_world->CreateBody(&bd);
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#if 1
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int32 N = 200;
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int32 M = 10;
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b2Vec2 position;
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position.y = 0.0f;
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for (int32 j = 0; j < M; ++j)
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{
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position.x = -N * a;
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for (int32 i = 0; i < N; ++i)
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{
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b2PolygonShape shape;
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shape.SetAsBox(a, a, position, 0.0f);
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ground->CreateFixture(&shape, 0.0f);
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++m_fixtureCount;
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position.x += 2.0f * a;
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}
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position.y -= 2.0f * a;
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}
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#else
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int32 N = 200;
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int32 M = 10;
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b2Vec2 position;
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position.x = -N * a;
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for (int32 i = 0; i < N; ++i)
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{
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position.y = 0.0f;
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for (int32 j = 0; j < M; ++j)
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{
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b2PolygonShape shape;
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shape.SetAsBox(a, a, position, 0.0f);
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ground->CreateFixture(&shape, 0.0f);
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position.y -= 2.0f * a;
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}
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position.x += 2.0f * a;
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}
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#endif
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}
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{
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float a = 0.5f;
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b2PolygonShape shape;
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shape.SetAsBox(a, a);
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b2Vec2 x(-7.0f, 0.75f);
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b2Vec2 y;
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b2Vec2 deltaX(0.5625f, 1.25f);
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b2Vec2 deltaY(1.125f, 0.0f);
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for (int32 i = 0; i < e_count; ++i)
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{
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y = x;
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for (int32 j = i; j < e_count; ++j)
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position = y;
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//if (i == 0 && j == 0)
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//{
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// bd.allowSleep = false;
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//}
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//else
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//{
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// bd.allowSleep = true;
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//}
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&shape, 5.0f);
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++m_fixtureCount;
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y += deltaY;
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}
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x += deltaX;
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}
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}
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m_createTime = timer.GetMilliseconds();
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}
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void Step(Settings& settings) override
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{
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const b2ContactManager& cm = m_world->GetContactManager();
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int32 height = cm.m_broadPhase.GetTreeHeight();
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int32 leafCount = cm.m_broadPhase.GetProxyCount();
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int32 minimumNodeCount = 2 * leafCount - 1;
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float minimumHeight = ceilf(logf(float(minimumNodeCount)) / logf(2.0f));
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g_debugDraw.DrawString(5, m_textLine, "dynamic tree height = %d, min = %d", height, int32(minimumHeight));
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m_textLine += m_textIncrement;
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Test::Step(settings);
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g_debugDraw.DrawString(5, m_textLine, "create time = %6.2f ms, fixture count = %d",
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m_createTime, m_fixtureCount);
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m_textLine += m_textIncrement;
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//b2DynamicTree* tree = &m_world->m_contactManager.m_broadPhase.m_tree;
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//if (m_stepCount == 400)
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//{
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// tree->RebuildBottomUp();
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//}
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}
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static Test* Create()
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{
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return new Tiles;
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}
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int32 m_fixtureCount;
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float m_createTime;
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};
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static int testIndex = RegisterTest("Benchmark", "Tiles", Tiles::Create);
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