Added Box2D
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external/Box2D-2.3.1/Box2D/Testbed/Framework/Test.h
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external/Box2D-2.3.1/Box2D/Testbed/Framework/Test.h
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef TEST_H
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#define TEST_H
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#include <Box2D/Box2D.h>
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#include "DebugDraw.h"
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#if defined(__APPLE__)
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#include <OpenGL/gl3.h>
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#else
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#include <glew/glew.h>
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#endif
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#include <glfw/glfw3.h>
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#include <stdlib.h>
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class Test;
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struct Settings;
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typedef Test* TestCreateFcn();
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#define RAND_LIMIT 32767
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#define DRAW_STRING_NEW_LINE 16
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/// Random number in range [-1,1]
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inline float32 RandomFloat()
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{
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float32 r = (float32)(std::rand() & (RAND_LIMIT));
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r /= RAND_LIMIT;
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r = 2.0f * r - 1.0f;
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return r;
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}
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/// Random floating point number in range [lo, hi]
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inline float32 RandomFloat(float32 lo, float32 hi)
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{
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float32 r = (float32)(std::rand() & (RAND_LIMIT));
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r /= RAND_LIMIT;
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r = (hi - lo) * r + lo;
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return r;
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}
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/// Test settings. Some can be controlled in the GUI.
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struct Settings
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{
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Settings()
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{
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hz = 60.0f;
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velocityIterations = 8;
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positionIterations = 3;
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drawShapes = true;
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drawJoints = true;
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drawAABBs = false;
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drawContactPoints = false;
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drawContactNormals = false;
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drawContactImpulse = false;
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drawFrictionImpulse = false;
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drawCOMs = false;
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drawStats = false;
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drawProfile = false;
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enableWarmStarting = true;
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enableContinuous = true;
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enableSubStepping = false;
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enableSleep = true;
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pause = false;
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singleStep = false;
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}
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float32 hz;
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int32 velocityIterations;
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int32 positionIterations;
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bool drawShapes;
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bool drawJoints;
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bool drawAABBs;
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bool drawContactPoints;
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bool drawContactNormals;
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bool drawContactImpulse;
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bool drawFrictionImpulse;
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bool drawCOMs;
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bool drawStats;
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bool drawProfile;
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bool enableWarmStarting;
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bool enableContinuous;
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bool enableSubStepping;
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bool enableSleep;
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bool pause;
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bool singleStep;
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};
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struct TestEntry
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{
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const char *name;
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TestCreateFcn *createFcn;
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};
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extern TestEntry g_testEntries[];
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// This is called when a joint in the world is implicitly destroyed
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// because an attached body is destroyed. This gives us a chance to
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// nullify the mouse joint.
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class DestructionListener : public b2DestructionListener
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{
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public:
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void SayGoodbye(b2Fixture* fixture) { B2_NOT_USED(fixture); }
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void SayGoodbye(b2Joint* joint);
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Test* test;
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};
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const int32 k_maxContactPoints = 2048;
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struct ContactPoint
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{
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b2Fixture* fixtureA;
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b2Fixture* fixtureB;
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b2Vec2 normal;
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b2Vec2 position;
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b2PointState state;
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float32 normalImpulse;
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float32 tangentImpulse;
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float32 separation;
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};
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class Test : public b2ContactListener
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{
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public:
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Test();
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virtual ~Test();
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void DrawTitle(const char *string);
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virtual void Step(Settings* settings);
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virtual void Keyboard(int key) { B2_NOT_USED(key); }
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virtual void KeyboardUp(int key) { B2_NOT_USED(key); }
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void ShiftMouseDown(const b2Vec2& p);
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virtual void MouseDown(const b2Vec2& p);
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virtual void MouseUp(const b2Vec2& p);
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void MouseMove(const b2Vec2& p);
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void LaunchBomb();
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void LaunchBomb(const b2Vec2& position, const b2Vec2& velocity);
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void SpawnBomb(const b2Vec2& worldPt);
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void CompleteBombSpawn(const b2Vec2& p);
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// Let derived tests know that a joint was destroyed.
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virtual void JointDestroyed(b2Joint* joint) { B2_NOT_USED(joint); }
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// Callbacks for derived classes.
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virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
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virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
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virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
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virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
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{
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B2_NOT_USED(contact);
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B2_NOT_USED(impulse);
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}
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void ShiftOrigin(const b2Vec2& newOrigin);
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protected:
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friend class DestructionListener;
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friend class BoundaryListener;
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friend class ContactListener;
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b2Body* m_groundBody;
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b2AABB m_worldAABB;
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ContactPoint m_points[k_maxContactPoints];
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int32 m_pointCount;
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DestructionListener m_destructionListener;
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int32 m_textLine;
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b2World* m_world;
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b2Body* m_bomb;
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b2MouseJoint* m_mouseJoint;
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b2Vec2 m_bombSpawnPoint;
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bool m_bombSpawning;
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b2Vec2 m_mouseWorld;
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int32 m_stepCount;
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b2Profile m_maxProfile;
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b2Profile m_totalProfile;
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};
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#endif
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