Files
DarkRP2D/external/Box2D-2.3.1/Box2D/Testbed/Framework/Test.h
Julian Nießner d175d433a8 Added Box2D
2018-05-06 12:43:20 +02:00

200 lines
4.8 KiB
C++

/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef TEST_H
#define TEST_H
#include <Box2D/Box2D.h>
#include "DebugDraw.h"
#if defined(__APPLE__)
#include <OpenGL/gl3.h>
#else
#include <glew/glew.h>
#endif
#include <glfw/glfw3.h>
#include <stdlib.h>
class Test;
struct Settings;
typedef Test* TestCreateFcn();
#define RAND_LIMIT 32767
#define DRAW_STRING_NEW_LINE 16
/// Random number in range [-1,1]
inline float32 RandomFloat()
{
float32 r = (float32)(std::rand() & (RAND_LIMIT));
r /= RAND_LIMIT;
r = 2.0f * r - 1.0f;
return r;
}
/// Random floating point number in range [lo, hi]
inline float32 RandomFloat(float32 lo, float32 hi)
{
float32 r = (float32)(std::rand() & (RAND_LIMIT));
r /= RAND_LIMIT;
r = (hi - lo) * r + lo;
return r;
}
/// Test settings. Some can be controlled in the GUI.
struct Settings
{
Settings()
{
hz = 60.0f;
velocityIterations = 8;
positionIterations = 3;
drawShapes = true;
drawJoints = true;
drawAABBs = false;
drawContactPoints = false;
drawContactNormals = false;
drawContactImpulse = false;
drawFrictionImpulse = false;
drawCOMs = false;
drawStats = false;
drawProfile = false;
enableWarmStarting = true;
enableContinuous = true;
enableSubStepping = false;
enableSleep = true;
pause = false;
singleStep = false;
}
float32 hz;
int32 velocityIterations;
int32 positionIterations;
bool drawShapes;
bool drawJoints;
bool drawAABBs;
bool drawContactPoints;
bool drawContactNormals;
bool drawContactImpulse;
bool drawFrictionImpulse;
bool drawCOMs;
bool drawStats;
bool drawProfile;
bool enableWarmStarting;
bool enableContinuous;
bool enableSubStepping;
bool enableSleep;
bool pause;
bool singleStep;
};
struct TestEntry
{
const char *name;
TestCreateFcn *createFcn;
};
extern TestEntry g_testEntries[];
// 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) { B2_NOT_USED(fixture); }
void SayGoodbye(b2Joint* joint);
Test* test;
};
const int32 k_maxContactPoints = 2048;
struct ContactPoint
{
b2Fixture* fixtureA;
b2Fixture* fixtureB;
b2Vec2 normal;
b2Vec2 position;
b2PointState state;
float32 normalImpulse;
float32 tangentImpulse;
float32 separation;
};
class Test : public b2ContactListener
{
public:
Test();
virtual ~Test();
void DrawTitle(const char *string);
virtual void Step(Settings* settings);
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);
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) { B2_NOT_USED(contact); }
virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
{
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;
b2Profile m_maxProfile;
b2Profile m_totalProfile;
};
#endif