CollisionProcessing.h
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- /*
- * 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 COLLISION_PROCESSING_H
- #define COLLISION_PROCESSING_H
- #include <algorithm>
- // This test shows collision processing and tests
- // deferred body destruction.
- class CollisionProcessing : public Test
- {
- public:
- CollisionProcessing()
- {
- // Ground body
- {
- b2PolygonShape shape;
- shape.SetAsEdge(b2Vec2(-50.0f, 0.0f), b2Vec2(50.0f, 0.0f));
- b2FixtureDef sd;
- sd.shape = &shape;;
- b2BodyDef bd;
- b2Body* ground = m_world->CreateBody(&bd);
- ground->CreateFixture(&sd);
- }
- float32 xLo = -5.0f, xHi = 5.0f;
- float32 yLo = 2.0f, yHi = 35.0f;
- // Small triangle
- b2Vec2 vertices[3];
- vertices[0].Set(-1.0f, 0.0f);
- vertices[1].Set(1.0f, 0.0f);
- vertices[2].Set(0.0f, 2.0f);
- b2PolygonShape polygon;
- polygon.Set(vertices, 3);
- b2FixtureDef triangleShapeDef;
- triangleShapeDef.shape = &polygon;
- triangleShapeDef.density = 1.0f;
- b2BodyDef triangleBodyDef;
- triangleBodyDef.type = b2_dynamicBody;
- triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
- b2Body* body1 = m_world->CreateBody(&triangleBodyDef);
- body1->CreateFixture(&triangleShapeDef);
- // Large triangle (recycle definitions)
- vertices[0] *= 2.0f;
- vertices[1] *= 2.0f;
- vertices[2] *= 2.0f;
- polygon.Set(vertices, 3);
- triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
- b2Body* body2 = m_world->CreateBody(&triangleBodyDef);
- body2->CreateFixture(&triangleShapeDef);
-
- // Small box
- polygon.SetAsBox(1.0f, 0.5f);
- b2FixtureDef boxShapeDef;
- boxShapeDef.shape = &polygon;
- boxShapeDef.density = 1.0f;
- b2BodyDef boxBodyDef;
- boxBodyDef.type = b2_dynamicBody;
- boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
- b2Body* body3 = m_world->CreateBody(&boxBodyDef);
- body3->CreateFixture(&boxShapeDef);
- // Large box (recycle definitions)
- polygon.SetAsBox(2.0f, 1.0f);
- boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
-
- b2Body* body4 = m_world->CreateBody(&boxBodyDef);
- body4->CreateFixture(&boxShapeDef);
- // Small circle
- b2CircleShape circle;
- circle.m_radius = 1.0f;
- b2FixtureDef circleShapeDef;
- circleShapeDef.shape = &circle;
- circleShapeDef.density = 1.0f;
- b2BodyDef circleBodyDef;
- circleBodyDef.type = b2_dynamicBody;
- circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
- b2Body* body5 = m_world->CreateBody(&circleBodyDef);
- body5->CreateFixture(&circleShapeDef);
- // Large circle
- circle.m_radius *= 2.0f;
- circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
- b2Body* body6 = m_world->CreateBody(&circleBodyDef);
- body6->CreateFixture(&circleShapeDef);
- }
- void Step(Settings* settings)
- {
- Test::Step(settings);
- // We are going to destroy some bodies according to contact
- // points. We must buffer the bodies that should be destroyed
- // because they may belong to multiple contact points.
- const int32 k_maxNuke = 6;
- b2Body* nuke[k_maxNuke];
- int32 nukeCount = 0;
- // Traverse the contact results. Destroy bodies that
- // are touching heavier bodies.
- for (int32 i = 0; i < m_pointCount; ++i)
- {
- ContactPoint* point = m_points + i;
- b2Body* body1 = point->fixtureA->GetBody();
- b2Body* body2 = point->fixtureB->GetBody();
- float32 mass1 = body1->GetMass();
- float32 mass2 = body2->GetMass();
- if (mass1 > 0.0f && mass2 > 0.0f)
- {
- if (mass2 > mass1)
- {
- nuke[nukeCount++] = body1;
- }
- else
- {
- nuke[nukeCount++] = body2;
- }
- if (nukeCount == k_maxNuke)
- {
- break;
- }
- }
- }
- // Sort the nuke array to group duplicates.
- std::sort(nuke, nuke + nukeCount);
- // Destroy the bodies, skipping duplicates.
- int32 i = 0;
- while (i < nukeCount)
- {
- b2Body* b = nuke[i++];
- while (i < nukeCount && nuke[i] == b)
- {
- ++i;
- }
- if (b != m_bomb)
- {
- m_world->DestroyBody(b);
- }
- }
- }
- static Test* Create()
- {
- return new CollisionProcessing;
- }
- };
- #endif