// 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" class Confined : public Test { public: enum { e_columnCount = 0, e_rowCount = 0 }; Confined() { { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); b2EdgeShape shape; // Floor shape.SetTwoSided(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f)); ground->CreateFixture(&shape, 0.0f); // Left wall shape.SetTwoSided(b2Vec2(-10.0f, 0.0f), b2Vec2(-10.0f, 20.0f)); ground->CreateFixture(&shape, 0.0f); // Right wall shape.SetTwoSided(b2Vec2(10.0f, 0.0f), b2Vec2(10.0f, 20.0f)); ground->CreateFixture(&shape, 0.0f); // Roof shape.SetTwoSided(b2Vec2(-10.0f, 20.0f), b2Vec2(10.0f, 20.0f)); ground->CreateFixture(&shape, 0.0f); } float radius = 0.5f; b2CircleShape shape; shape.m_p.SetZero(); shape.m_radius = radius; b2FixtureDef fd; fd.shape = &shape; fd.density = 1.0f; fd.friction = 0.1f; for (int32 j = 0; j < e_columnCount; ++j) { for (int i = 0; i < e_rowCount; ++i) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(-10.0f + (2.1f * j + 1.0f + 0.01f * i) * radius, (2.0f * i + 1.0f) * radius); b2Body* body = m_world->CreateBody(&bd); body->CreateFixture(&fd); } } m_world->SetGravity(b2Vec2(0.0f, 0.0f)); } void CreateCircle() { float radius = 2.0f; b2CircleShape shape; shape.m_p.SetZero(); shape.m_radius = radius; b2FixtureDef fd; fd.shape = &shape; fd.density = 1.0f; fd.friction = 0.0f; b2Vec2 p(RandomFloat(), 3.0f + RandomFloat()); b2BodyDef bd; bd.type = b2_dynamicBody; bd.position = p; //bd.allowSleep = false; b2Body* body = m_world->CreateBody(&bd); body->CreateFixture(&fd); } void Keyboard(int key) override { switch (key) { case GLFW_KEY_C: CreateCircle(); break; } } void Step(Settings& settings) override { bool sleeping = true; for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext()) { if (b->GetType() != b2_dynamicBody) { continue; } if (b->IsAwake()) { sleeping = false; } } if (m_stepCount == 180) { m_stepCount += 0; } //if (sleeping) //{ // CreateCircle(); //} Test::Step(settings); for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext()) { if (b->GetType() != b2_dynamicBody) { continue; } b2Vec2 p = b->GetPosition(); if (p.x <= -10.0f || 10.0f <= p.x || p.y <= 0.0f || 20.0f <= p.y) { p.x += 0.0f; } } g_debugDraw.DrawString(5, m_textLine, "Press 'c' to create a circle."); m_textLine += m_textIncrement; } static Test* Create() { return new Confined; } }; static int testIndex = RegisterTest("Solver", "Confined", Confined::Create);