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DarkRP2D/external/Box2D-2.3.1/Contributions/Tests/StaticEdges.h
Julian Nießner d175d433a8 Added Box2D
2018-05-06 12:43:20 +02:00

279 lines
6.8 KiB
C++

/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
*
* 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 STATIC_EDGES_H
#define STATIC_EDGES_H
class StaticEdges : public Test
{
public:
StaticEdges()
{
#if 0
{
b2CircleDef sd;
sd.radius = 0.5f;
sd.localPosition.SetZero();
sd.density = 2.0f;
b2BodyDef bd;
bd.position.Set(0.0f, 2.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&sd);
body->SetMassFromShapes();
}
#endif
{
b2CircleDef sd1;
sd1.radius = 0.5f;
sd1.localPosition.Set(-0.5f, 0.5f);
sd1.density = 2.0f;
b2CircleDef sd2;
sd2.radius = 0.5f;
sd2.localPosition.Set(0.5f, 0.5f);
sd2.density = 0.0f; // massless
for (int i = 0; i < 10; ++i)
{
float32 x = RandomFloat(-0.1f, 0.1f);
b2BodyDef bd;
bd.position.Set(x + 5.0f, 1.05f + 2.5f * i);
bd.angle = RandomFloat(-b2_pi, b2_pi);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&sd1);
body->CreateFixture(&sd2);
body->SetMassFromShapes();
}
}
{
b2PolygonDef sd1;
sd1.SetAsBox(0.25f, 0.5f);
sd1.density = 2.0f;
b2PolygonDef sd2;
sd2.SetAsBox(0.25f, 0.5f, b2Vec2(0.0f, -0.5f), 0.5f * b2_pi);
sd2.density = 2.0f;
for (int i = 0; i < 10; ++i)
{
float32 x = RandomFloat(-0.1f, 0.1f);
b2BodyDef bd;
bd.position.Set(x - 5.0f, 1.05f + 2.5f * i);
bd.angle = RandomFloat(-b2_pi, b2_pi);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&sd1);
body->CreateFixture(&sd2);
body->SetMassFromShapes();
}
}
{
b2XForm xf1;
xf1.R.Set(0.3524f * b2_pi);
xf1.position = b2Mul(xf1.R, b2Vec2(1.0f, 0.0f));
b2PolygonDef sd1;
sd1.vertexCount = 3;
sd1.vertices[0] = b2Mul(xf1, b2Vec2(-1.0f, 0.0f));
sd1.vertices[1] = b2Mul(xf1, b2Vec2(1.0f, 0.0f));
sd1.vertices[2] = b2Mul(xf1, b2Vec2(0.0f, 0.5f));
sd1.density = 2.0f;
b2XForm xf2;
xf2.R.Set(-0.3524f * b2_pi);
xf2.position = b2Mul(xf2.R, b2Vec2(-1.0f, 0.0f));
b2PolygonDef sd2;
sd2.vertexCount = 3;
sd2.vertices[0] = b2Mul(xf2, b2Vec2(-1.0f, 0.0f));
sd2.vertices[1] = b2Mul(xf2, b2Vec2(1.0f, 0.0f));
sd2.vertices[2] = b2Mul(xf2, b2Vec2(0.0f, 0.5f));
sd2.density = 2.0f;
for (int32 i = 0; i < 10; ++i)
{
float32 x = RandomFloat(-0.1f, 0.1f);
b2BodyDef bd;
bd.position.Set(x, 2.05f + 2.5f * i);
bd.angle = 0.0f;
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&sd1);
body->CreateFixture(&sd2);
body->SetMassFromShapes();
}
}
{
float32 loop1[] =
{
0.063134534f,8.3695248f,
0.94701801f,9.3165428f,
0.0f,9.0640047f,
-0.12626907f,10.326695f,
1.4520943f,11.77879f,
2.2728432f,10.137292f,
2.3991123f,11.147444f,
3.5986685f,10.958041f,
3.9143411f,7.3593722f,
4.1668793f,9.4428119f,
5.4295699f,9.3165428f,
6.2503189f,8.3063903f,
6.6922606f,10.137292f,
4.9876282f,9.8216191f,
4.7350901f,10.958041f,
7.2604714f,11.652521f,
10.732871f,11.147444f,
10.480333f,10.642368f,
10.732871f,9.8216191f,
11.55362f,9.4428119f,
12.374369f,9.3796773f,
13.005714f,9.8216191f,
13.195118f,10.38983f,
13.005714f,10.768637f,
12.626907f,10.894906f,
12.753176f,11.526252f,
13.573925f,11.715655f,
14.836616f,11.399982f,
16.351844f,10.768637f,
17.867073f,11.399982f,
17.803939f,10.263561f,
17.361997f,8.3063903f,
17.803939f,8.1801212f,
18.056477f,9.5059464f,
18.182746f,11.336848f,
18.561553f,11.210579f,
18.561553f,9.6322155f,
18.561553f,7.7381795f,
18.687822f,5.5284708f,
19.382302f,5.6547398f,
19.066629f,8.1801212f,
19.003495f,10.263561f,
19.066629f,11.463117f,
19.887378f,11.841924f,
20.708127f,11.273713f,
21.0238f,10.011023f,
20.708127f,7.2962377f,
21.086934f,6.2860852f,
21.150069f,3.7607038f,
20.392455f,2.5611476f,
18.624688f,2.5611476f,
20.771262f,2.1192059f,
20.771262f,0.22516988f,
18.624688f,-0.2799064f,
13.826463f,0.16203534f,
14.015867f,1.7403987f,
13.195118f,2.1823404f,
12.626907f,1.5509951f,
12.879445f,0.85651522f,
12.626907f,0.35143895f,
10.543467f,1.298457f,
11.490485f,3.9501074f,
13.889598f,3.6344347f,
13.889598f,2.9399549f,
14.584077f,3.8869729f,
11.932427f,5.2127981f,
9.7227183f,4.0132419f,
10.796005f,3.5081657f,
9.7858528f,3.2556275f,
10.796005f,2.4980131f,
7.9549513f,1.7403987f,
9.6595837f,1.424726f,
9.217642f,0.66711162f,
8.270624f,-0.090502792f,
7.0079333f,0.85651522f,
6.1240498f,-0.15363733f,
6.1240498f,3.192493f,
5.6821081f,2.4348786f,
4.9876282f,2.1192059f,
4.1037447f,1.8666678f,
3.0304576f,1.8666678f,
2.0834396f,2.245475f,
1.6414979f,2.6242822f,
1.3258252f,3.5081657f,
1.2626907f,0.47770802f,
0.63134534f,0.035766276f,
0.063134534f,0.98278429f
};
float32 loop2[] =
{
8.270624f,6.1598161f,
8.270624f,5.3390672f,
8.7757003f,5.086529f,
9.4701801f,5.5284708f,
9.217642f,6.033547f,
8.7757003f,6.4123542f
};
float32 loop3[] =
{
-5.0f, 10.0f,
5.0f, 10.0f,
5.0f, 0.0f,
-5.0f, 0.0f,
};
b2Vec2 pointLoop1[87];
b2Vec2 pointLoop2[6];
b2Vec2 pointLoop3[4];
for (int32 i = 0; i < 87; i++)
{
pointLoop1[i].Set(loop1[i*2] - 10.0f, loop1[i*2 + 1]);
}
for (int32 i = 0; i < 6; i++)
{
pointLoop2[i].Set(loop2[i*2] - 10.0f, loop2[i*2 + 1]);
}
for (int32 i = 0; i < 4; i++)
{
pointLoop3[i].Set(loop3[i*2], loop3[i*2 + 1]);
}
b2BodyDef bd;
bd.position.Set( 0.0f, 0.0f );
b2Body* body = m_world->CreateBody(&bd);
b2EdgeChainDef edgeDef;
edgeDef.vertexCount = 87;
edgeDef.vertices = pointLoop1;
b2CreateEdgeChain(body, &edgeDef);
edgeDef.vertexCount = 6;
edgeDef.vertices = pointLoop2;
b2CreateEdgeChain(body, &edgeDef);
//edgeDef.vertexCount = 4;
//edgeDef.vertices = pointLoop3;
//b2CreateEdgeChain(body, &edgeDef);
}
}
static Test* Create()
{
return new StaticEdges;
}
};
#endif