CharacterCollision.h
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- /*
- * Copyright (c) 2006-2010 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 CHARACTER_COLLISION_H
- #define CHARACTER_COLLISION_H
- /// This is a test of typical character collision scenarios. This does not
- /// show how you should implement a character in your application.
- class CharacterCollision : public Test
- {
- public:
- CharacterCollision()
- {
- // Ground body
- {
- b2BodyDef bd;
- b2Body* ground = m_world->CreateBody(&bd);
- b2PolygonShape shape;
- shape.SetAsEdge(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
- ground->CreateFixture(&shape, 0.0f);
- }
- // Collinear edges
- {
- b2BodyDef bd;
- b2Body* ground = m_world->CreateBody(&bd);
- b2PolygonShape shape;
- shape.m_radius = 0.0f;
- shape.SetAsEdge(b2Vec2(-8.0f, 1.0f), b2Vec2(-6.0f, 1.0f));
- ground->CreateFixture(&shape, 0.0f);
- shape.SetAsEdge(b2Vec2(-6.0f, 1.0f), b2Vec2(-4.0f, 1.0f));
- ground->CreateFixture(&shape, 0.0f);
- shape.SetAsEdge(b2Vec2(-4.0f, 1.0f), b2Vec2(-2.0f, 1.0f));
- ground->CreateFixture(&shape, 0.0f);
- }
- // Square tiles
- {
- b2BodyDef bd;
- b2Body* ground = m_world->CreateBody(&bd);
- b2PolygonShape shape;
- shape.SetAsBox(1.0f, 1.0f, b2Vec2(4.0f, 3.0f), 0.0f);
- ground->CreateFixture(&shape, 0.0f);
- shape.SetAsBox(1.0f, 1.0f, b2Vec2(6.0f, 3.0f), 0.0f);
- ground->CreateFixture(&shape, 0.0f);
- shape.SetAsBox(1.0f, 1.0f, b2Vec2(8.0f, 3.0f), 0.0f);
- ground->CreateFixture(&shape, 0.0f);
- }
- // Square made from edges notice how the edges are shrunk to account
- // for the polygon radius. This makes it so the square character does
- // not get snagged. However, ray casts can now go through the cracks.
- {
- b2BodyDef bd;
- b2Body* ground = m_world->CreateBody(&bd);
- b2PolygonShape shape;
- float32 d = 2.0f * b2_polygonRadius;
- shape.SetAsEdge(b2Vec2(-1.0f + d, 3.0f), b2Vec2(1.0f - d, 3.0f));
- ground->CreateFixture(&shape, 0.0f);
- shape.SetAsEdge(b2Vec2(1.0f, 3.0f + d), b2Vec2(1.0f, 5.0f - d));
- ground->CreateFixture(&shape, 0.0f);
- shape.SetAsEdge(b2Vec2(1.0f - d, 5.0f), b2Vec2(-1.0f + d, 5.0f));
- ground->CreateFixture(&shape, 0.0f);
- shape.SetAsEdge(b2Vec2(-1.0f, 5.0f - d), b2Vec2(-1.0f, 3.0f + d));
- ground->CreateFixture(&shape, 0.0f);
- }
- // Square character
- {
- b2BodyDef bd;
- bd.position.Set(-3.0f, 5.0f);
- bd.type = b2_dynamicBody;
- bd.fixedRotation = true;
- bd.allowSleep = false;
- b2Body* body = m_world->CreateBody(&bd);
- b2PolygonShape shape;
- shape.SetAsBox(0.5f, 0.5f);
- b2FixtureDef fd;
- fd.shape = &shape;
- fd.density = 20.0f;
- body->CreateFixture(&fd);
- }
- // Hexagon character
- {
- b2BodyDef bd;
- bd.position.Set(-5.0f, 5.0f);
- bd.type = b2_dynamicBody;
- bd.fixedRotation = true;
- bd.allowSleep = false;
- b2Body* body = m_world->CreateBody(&bd);
- float32 angle = 0.0f;
- float32 delta = b2_pi / 3.0f;
- b2Vec2 vertices[6];
- for (int32 i = 0; i < 6; ++i)
- {
- vertices[i].Set(0.5f * cosf(angle), 0.5f * sinf(angle));
- angle += delta;
- }
- b2PolygonShape shape;
- shape.Set(vertices, 6);
- b2FixtureDef fd;
- fd.shape = &shape;
- fd.density = 20.0f;
- body->CreateFixture(&fd);
- }
- // Circle character
- {
- b2BodyDef bd;
- bd.position.Set(3.0f, 5.0f);
- bd.type = b2_dynamicBody;
- bd.fixedRotation = true;
- bd.allowSleep = false;
- b2Body* body = m_world->CreateBody(&bd);
- b2CircleShape shape;
- shape.m_radius = 0.5f;
- b2FixtureDef fd;
- fd.shape = &shape;
- fd.density = 20.0f;
- body->CreateFixture(&fd);
- }
- }
- void Step(Settings* settings)
- {
- Test::Step(settings);
- m_debugDraw.DrawString(5, m_textLine, "This tests various character collision shapes");
- m_textLine += 15;
- }
- static Test* Create()
- {
- return new CharacterCollision;
- }
- };
- #endif