aboutsummaryrefslogtreecommitdiff
path: root/tests/box2d/Testbed/Tests/CompoundShapes.h
blob: bc14e882aee56d047c69126e3a766603e89c7513 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
/*
* 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 COMPOUND_SHAPES_H
#define COMPOUND_SHAPES_H

// TODO_ERIN test joints on compounds.
class CompoundShapes : public Test
{
public:
	CompoundShapes()
	{
		{
			b2BodyDef bd;
			bd.position.Set(0.0f, 0.0f);
			b2Body* body = m_world->CreateBody(&bd);

			b2EdgeShape shape;
			shape.Set(b2Vec2(50.0f, 0.0f), b2Vec2(-50.0f, 0.0f));

			body->CreateFixture(&shape, 0.0f);
		}

		{
			b2CircleShape circle1;
			circle1.m_radius = 0.5f;
			circle1.m_p.Set(-0.5f, 0.5f);

			b2CircleShape circle2;
			circle2.m_radius = 0.5f;
			circle2.m_p.Set(0.5f, 0.5f);

			for (int i = 0; i < 10; ++i)
			{
				float32 x = RandomFloat(-0.1f, 0.1f);
				b2BodyDef bd;
				bd.type = b2_dynamicBody;
				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(&circle1, 2.0f);
				body->CreateFixture(&circle2, 0.0f);
			}
		}

		{
			b2PolygonShape polygon1;
			polygon1.SetAsBox(0.25f, 0.5f);

			b2PolygonShape polygon2;
			polygon2.SetAsBox(0.25f, 0.5f, b2Vec2(0.0f, -0.5f), 0.5f * b2_pi);

			for (int i = 0; i < 10; ++i)
			{
				float32 x = RandomFloat(-0.1f, 0.1f);
				b2BodyDef bd;
				bd.type = b2_dynamicBody;
				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(&polygon1, 2.0f);
				body->CreateFixture(&polygon2, 2.0f);
			}
		}

		{
			b2Transform xf1;
			xf1.q.Set(0.3524f * b2_pi);
			xf1.p = xf1.q.GetXAxis();

			b2Vec2 vertices[3];

			b2PolygonShape triangle1;
			vertices[0] = b2Mul(xf1, b2Vec2(-1.0f, 0.0f));
			vertices[1] = b2Mul(xf1, b2Vec2(1.0f, 0.0f));
			vertices[2] = b2Mul(xf1, b2Vec2(0.0f, 0.5f));
			triangle1.Set(vertices, 3);

			b2Transform xf2;
			xf2.q.Set(-0.3524f * b2_pi);
			xf2.p = -xf2.q.GetXAxis();

			b2PolygonShape triangle2;
			vertices[0] = b2Mul(xf2, b2Vec2(-1.0f, 0.0f));
			vertices[1] = b2Mul(xf2, b2Vec2(1.0f, 0.0f));
			vertices[2] = b2Mul(xf2, b2Vec2(0.0f, 0.5f));
			triangle2.Set(vertices, 3);

			for (int32 i = 0; i < 10; ++i)
			{
				float32 x = RandomFloat(-0.1f, 0.1f);
				b2BodyDef bd;
				bd.type = b2_dynamicBody;
				bd.position.Set(x, 2.05f + 2.5f * i);
				bd.angle = 0.0f;
				b2Body* body = m_world->CreateBody(&bd);
				body->CreateFixture(&triangle1, 2.0f);
				body->CreateFixture(&triangle2, 2.0f);
			}
		}

		{
			b2PolygonShape bottom;
			bottom.SetAsBox( 1.5f, 0.15f );

			b2PolygonShape left;
			left.SetAsBox(0.15f, 2.7f, b2Vec2(-1.45f, 2.35f), 0.2f);

			b2PolygonShape right;
			right.SetAsBox(0.15f, 2.7f, b2Vec2(1.45f, 2.35f), -0.2f);

			b2BodyDef bd;
			bd.type = b2_dynamicBody;
			bd.position.Set( 0.0f, 2.0f );
			b2Body* body = m_world->CreateBody(&bd);
			body->CreateFixture(&bottom, 4.0f);
			body->CreateFixture(&left, 4.0f);
			body->CreateFixture(&right, 4.0f);
		}
	}

	static Test* Create()
	{
		return new CompoundShapes;
	}
};

#endif