// 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 test holds worlds dumped using b2World::Dump. class DumpLoader : public Test { public: DumpLoader() { b2ChainShape chainShape; b2Vec2 vertices[] = {b2Vec2(-5,0), b2Vec2(5,0), b2Vec2(5,5), b2Vec2(4,1), b2Vec2(-4,1), b2Vec2(-5,5)}; chainShape.CreateLoop(vertices, 6); b2FixtureDef groundFixtureDef; groundFixtureDef.density = 0; groundFixtureDef.shape = &chainShape; b2BodyDef groundBodyDef; groundBodyDef.type = b2_staticBody; b2Body *groundBody = m_world->CreateBody(&groundBodyDef); b2Fixture *groundBodyFixture = groundBody->CreateFixture(&groundFixtureDef); b2CircleShape ballShape; ballShape.m_radius = 1; b2FixtureDef ballFixtureDef; ballFixtureDef.restitution = 0.75f; ballFixtureDef.density = 1; ballFixtureDef.shape = &ballShape; b2BodyDef ballBodyDef; ballBodyDef.type = b2BodyType::b2_dynamicBody; ballBodyDef.position = b2Vec2(0, 10); // ballBodyDef.angularDamping = 0.2f; m_ball = m_world->CreateBody(&ballBodyDef); b2Fixture *ballFixture = m_ball->CreateFixture(&ballFixtureDef); m_ball->ApplyForceToCenter(b2Vec2(-1000, -400), true); } void Step(Settings& settings) override { b2Vec2 v = m_ball->GetLinearVelocity(); float omega = m_ball->GetAngularVelocity(); b2MassData massData; m_ball->GetMassData(&massData); float ke = 0.5f * massData.mass * b2Dot(v, v) + 0.5f * massData.I * omega * omega; g_debugDraw.DrawString(5, m_textLine, "kinetic energy = %.6f", ke); m_textLine += m_textIncrement; Test::Step(settings); } static Test* Create() { return new DumpLoader; } b2Body* m_ball; }; static int testIndex = RegisterTest("Bugs", "Dump Loader", DumpLoader::Create);