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							- /*
 - * Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
 - *
 - * 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.
 - /// 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.Set(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.Set(b2Vec2(-8.0f, 1.0f), b2Vec2(-6.0f, 1.0f));
 -             ground->CreateFixture(&shape, 0.0f);
 -             shape.Set(b2Vec2(-6.0f, 1.0f), b2Vec2(-4.0f, 1.0f));
 -             ground->CreateFixture(&shape, 0.0f);
 -             shape.Set(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.CreateChain(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);
 - 
 -             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);
 -         }
 - 
 -         // 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)
 -     {
 -         b2Vec2 v = m_character->GetLinearVelocity();
 -         v.x = -5.0f;
 -         m_character->SetLinearVelocity(v);
 - 
 -         Test::Step(settings);
 -         m_debugDraw.DrawString(5, m_textLine, "This tests various character collision shapes.");
 -         m_textLine += 15;
 -         m_debugDraw.DrawString(5, m_textLine, "Limitation: square and hexagon can snag on aligned boxes.");
 -         m_textLine += 15;
 -         m_debugDraw.DrawString(5, m_textLine, "Feature: edge chains have smooth collision inside and out.");
 -         m_textLine += 15;
 -     }
 - 
 -     static Test* Create()
 -     {
 -         return new CharacterCollision;
 -     }
 - 
 -     b2Body* m_character;
 - };
 - 
 - #endif
 
 
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