// 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 "box2d/box2d.h" #define DOCTEST_CONFIG_IMPLEMENT_WITH_MAIN #include "doctest.h" #include // This is a simple example of building and running a simulation // using Box2D. Here we create a large ground box and a small dynamic // box. // There are no graphics for this example. Box2D is meant to be used // with your rendering engine in your game engine. DOCTEST_TEST_CASE("hello world") { // Define the gravity vector. b2Vec2 gravity(0.0f, -10.0f); // Construct a world object, which will hold and simulate the rigid bodies. b2World world(gravity); // Define the ground body. b2BodyDef groundBodyDef; groundBodyDef.position.Set(0.0f, -10.0f); // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. b2Body* groundBody = world.CreateBody(&groundBodyDef); // Define the ground box shape. b2PolygonShape groundBox; // The extents are the half-widths of the box. groundBox.SetAsBox(50.0f, 10.0f); // Add the ground fixture to the ground body. groundBody->CreateFixture(&groundBox, 0.0f); // Define the dynamic body. We set its position and call the body factory. b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position.Set(0.0f, 4.0f); b2Body* body = world.CreateBody(&bodyDef); // Define another box shape for our dynamic body. b2PolygonShape dynamicBox; dynamicBox.SetAsBox(1.0f, 1.0f); // Define the dynamic body fixture. b2FixtureDef fixtureDef; fixtureDef.shape = &dynamicBox; // Set the box density to be non-zero, so it will be dynamic. fixtureDef.density = 1.0f; // Override the default friction. fixtureDef.friction = 0.3f; // Add the shape to the body. body->CreateFixture(&fixtureDef); // Prepare for simulation. Typically we use a time step of 1/60 of a // second (60Hz) and 10 iterations. This provides a high quality simulation // in most game scenarios. float timeStep = 1.0f / 60.0f; int32 velocityIterations = 6; int32 positionIterations = 2; b2Vec2 position = body->GetPosition(); float angle = body->GetAngle(); // This is our little game loop. for (int32 i = 0; i < 60; ++i) { // Instruct the world to perform a single step of simulation. // It is generally best to keep the time step and iterations fixed. world.Step(timeStep, velocityIterations, positionIterations); // Now print the position and angle of the body. position = body->GetPosition(); angle = body->GetAngle(); printf("%4.2f %4.2f %4.2f\n", position.x, position.y, angle); } // When the world destructor is called, all bodies and joints are freed. This can // create orphaned pointers, so be careful about your world management. CHECK(b2Abs(position.x) < 0.01f); CHECK(b2Abs(position.y - 1.01f) < 0.01f); CHECK(b2Abs(angle) < 0.01f); }