// MIT License // Copyright (c) 2019 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #include "test.h" /// This is a test of typical character collision scenarios. This does not /// show how you should implement a character in your application. /// Instead this is used to test smooth collision on edge chains. class CharacterCollision : public Test { public: CharacterCollision() { // Ground body { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); b2EdgeShape shape; shape.SetTwoSided(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f)); ground->CreateFixture(&shape, 0.0f); } // Collinear edges with no adjacency information. // This shows the problematic case where a box shape can hit // an internal vertex. { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); b2EdgeShape shape; shape.SetTwoSided(b2Vec2(-8.0f, 1.0f), b2Vec2(-6.0f, 1.0f)); ground->CreateFixture(&shape, 0.0f); shape.SetTwoSided(b2Vec2(-6.0f, 1.0f), b2Vec2(-4.0f, 1.0f)); ground->CreateFixture(&shape, 0.0f); shape.SetTwoSided(b2Vec2(-4.0f, 1.0f), b2Vec2(-2.0f, 1.0f)); ground->CreateFixture(&shape, 0.0f); } // Chain shape { b2BodyDef bd; bd.angle = 0.25f * b2_pi; b2Body* ground = m_world->CreateBody(&bd); b2Vec2 vs[4]; vs[0].Set(5.0f, 7.0f); vs[1].Set(6.0f, 8.0f); vs[2].Set(7.0f, 8.0f); vs[3].Set(8.0f, 7.0f); b2ChainShape shape; shape.CreateLoop(vs, 4); ground->CreateFixture(&shape, 0.0f); } // Square tiles. This shows that adjacency shapes may // have non-smooth collision. There is no solution // to this problem. { 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 an edge loop. Collision should be smooth. { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); b2Vec2 vs[4]; vs[0].Set(-1.0f, 3.0f); vs[1].Set(1.0f, 3.0f); vs[2].Set(1.0f, 5.0f); vs[3].Set(-1.0f, 5.0f); b2ChainShape shape; shape.CreateLoop(vs, 4); ground->CreateFixture(&shape, 0.0f); } // Edge loop. Collision should be smooth. { b2BodyDef bd; bd.position.Set(-10.0f, 4.0f); b2Body* ground = m_world->CreateBody(&bd); b2Vec2 vs[10]; vs[0].Set(0.0f, 0.0f); vs[1].Set(6.0f, 0.0f); vs[2].Set(6.0f, 2.0f); vs[3].Set(4.0f, 1.0f); vs[4].Set(2.0f, 2.0f); vs[5].Set(0.0f, 2.0f); vs[6].Set(-2.0f, 2.0f); vs[7].Set(-4.0f, 3.0f); vs[8].Set(-6.0f, 2.0f); vs[9].Set(-6.0f, 0.0f); b2ChainShape shape; shape.CreateLoop(vs, 10); ground->CreateFixture(&shape, 0.0f); } // Square character 1 { b2BodyDef bd; bd.position.Set(-3.0f, 8.0f); 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); } // Square character 2 { 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); b2PolygonShape shape; shape.SetAsBox(0.25f, 0.25f); b2FixtureDef fd; fd.shape = &shape; fd.density = 20.0f; body->CreateFixture(&fd); } // Hexagon character { b2BodyDef bd; bd.position.Set(-5.0f, 8.0f); bd.type = b2_dynamicBody; bd.fixedRotation = true; bd.allowSleep = false; b2Body* body = m_world->CreateBody(&bd); float angle = 0.0f; float 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); } // Circle character { b2BodyDef bd; bd.position.Set(-7.0f, 6.0f); bd.type = b2_dynamicBody; bd.allowSleep = false; m_character = m_world->CreateBody(&bd); b2CircleShape shape; shape.m_radius = 0.25f; b2FixtureDef fd; fd.shape = &shape; fd.density = 20.0f; fd.friction = 1.0f; m_character->CreateFixture(&fd); } } void Step(Settings& settings) override { b2Vec2 v = m_character->GetLinearVelocity(); v.x = -5.0f; m_character->SetLinearVelocity(v); Test::Step(settings); g_debugDraw.DrawString(5, m_textLine, "This tests various character collision shapes."); m_textLine += m_textIncrement; g_debugDraw.DrawString(5, m_textLine, "Limitation: square and hexagon can snag on aligned boxes."); m_textLine += m_textIncrement; g_debugDraw.DrawString(5, m_textLine, "Feature: edge chains have smooth collision inside and out."); m_textLine += m_textIncrement; } static Test* Create() { return new CharacterCollision; } b2Body* m_character; }; static int testIndex = RegisterTest("Examples", "Character Collision", CharacterCollision::Create);