diff options
author | Alon Zakai <alonzakai@gmail.com> | 2013-04-10 15:53:50 -0700 |
---|---|---|
committer | Alon Zakai <alonzakai@gmail.com> | 2013-04-10 15:53:50 -0700 |
commit | f84537c333524d0841923eaec66604584bf77326 (patch) | |
tree | 6a43fab885a397a80de2cd8117b6ebafdb00cdf5 /tests/box2d/HelloWorld/HelloWorld.cpp | |
parent | a4a20535e79f10c553b685b188fcfd6af12fac07 (diff) |
more work towards box2d benchmark
Diffstat (limited to 'tests/box2d/HelloWorld/HelloWorld.cpp')
-rwxr-xr-x | tests/box2d/HelloWorld/HelloWorld.cpp | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/tests/box2d/HelloWorld/HelloWorld.cpp b/tests/box2d/HelloWorld/HelloWorld.cpp new file mode 100755 index 00000000..b8e04384 --- /dev/null +++ b/tests/box2d/HelloWorld/HelloWorld.cpp @@ -0,0 +1,106 @@ +/*
+* Copyright (c) 2006-2007 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.
+*/
+
+#include <Box2D/Box2D.h>
+
+#include <cstdio>
+using namespace std;
+
+// This is a simple example of building and running a simulation
+// using Box2D. Here we create a large ground box and a small dynamic
+// box.
+// There are no graphics for this example. Box2D is meant to be used
+// with your rendering engine in your game engine.
+int main(int argc, char** argv)
+{
+ B2_NOT_USED(argc);
+ B2_NOT_USED(argv);
+
+ // Define the gravity vector.
+ b2Vec2 gravity(0.0f, -10.0f);
+
+ // Construct a world object, which will hold and simulate the rigid bodies.
+ b2World world(gravity);
+
+ // Define the ground body.
+ b2BodyDef groundBodyDef;
+ groundBodyDef.position.Set(0.0f, -10.0f);
+
+ // Call the body factory which allocates memory for the ground body
+ // from a pool and creates the ground box shape (also from a pool).
+ // The body is also added to the world.
+ b2Body* groundBody = world.CreateBody(&groundBodyDef);
+
+ // Define the ground box shape.
+ b2PolygonShape groundBox;
+
+ // The extents are the half-widths of the box.
+ groundBox.SetAsBox(50.0f, 10.0f);
+
+ // Add the ground fixture to the ground body.
+ groundBody->CreateFixture(&groundBox, 0.0f);
+
+ // Define the dynamic body. We set its position and call the body factory.
+ b2BodyDef bodyDef;
+ bodyDef.type = b2_dynamicBody;
+ bodyDef.position.Set(0.0f, 4.0f);
+ b2Body* body = world.CreateBody(&bodyDef);
+
+ // Define another box shape for our dynamic body.
+ b2PolygonShape dynamicBox;
+ dynamicBox.SetAsBox(1.0f, 1.0f);
+
+ // Define the dynamic body fixture.
+ b2FixtureDef fixtureDef;
+ fixtureDef.shape = &dynamicBox;
+
+ // Set the box density to be non-zero, so it will be dynamic.
+ fixtureDef.density = 1.0f;
+
+ // Override the default friction.
+ fixtureDef.friction = 0.3f;
+
+ // Add the shape to the body.
+ body->CreateFixture(&fixtureDef);
+
+ // Prepare for simulation. Typically we use a time step of 1/60 of a
+ // second (60Hz) and 10 iterations. This provides a high quality simulation
+ // in most game scenarios.
+ float32 timeStep = 1.0f / 60.0f;
+ int32 velocityIterations = 6;
+ int32 positionIterations = 2;
+
+ // This is our little game loop.
+ for (int32 i = 0; i < 60; ++i)
+ {
+ // Instruct the world to perform a single step of simulation.
+ // It is generally best to keep the time step and iterations fixed.
+ world.Step(timeStep, velocityIterations, positionIterations);
+
+ // Now print the position and angle of the body.
+ b2Vec2 position = body->GetPosition();
+ float32 angle = body->GetAngle();
+
+ printf("%4.2f %4.2f %4.2f\n", position.x, position.y, angle);
+ }
+
+ // When the world destructor is called, all bodies and joints are freed. This can
+ // create orphaned pointers, so be careful about your world management.
+
+ return 0;
+}
|