|  | /*
* Copyright (c) 2006-2009 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 CONTINUOUS_TEST_H
#define CONTINUOUS_TEST_H
class ContinuousTest : public Test
{
public:
    ContinuousTest()
    {
        {
            b2BodyDef bd;
            bd.position.Set(0.0f, 0.0f);
            b2Body* body = m_world->CreateBody(&bd);
            b2EdgeShape edge;
            edge.Set(b2Vec2(-10.0f, 0.0f), b2Vec2(10.0f, 0.0f));
            body->CreateFixture(&edge, 0.0f);
            b2PolygonShape shape;
            shape.SetAsBox(0.2f, 1.0f, b2Vec2(0.5f, 1.0f), 0.0f);
            body->CreateFixture(&shape, 0.0f);
        }
#if 1
        {
            b2BodyDef bd;
            bd.type = b2_dynamicBody;
            bd.position.Set(0.0f, 20.0f);
            //bd.angle = 0.1f;
            b2PolygonShape shape;
            shape.SetAsBox(2.0f, 0.1f);
            m_body = m_world->CreateBody(&bd);
            m_body->CreateFixture(&shape, 1.0f);
            m_angularVelocity = RandomFloat(-50.0f, 50.0f);
            //m_angularVelocity = 46.661274f;
            m_body->SetLinearVelocity(b2Vec2(0.0f, -100.0f));
            m_body->SetAngularVelocity(m_angularVelocity);
        }
#else
        {
            b2BodyDef bd;
            bd.type = b2_dynamicBody;
            bd.position.Set(0.0f, 2.0f);
            b2Body* body = m_world->CreateBody(&bd);
            b2CircleShape shape;
            shape.m_p.SetZero();
            shape.m_radius = 0.5f;
            body->CreateFixture(&shape, 1.0f);
            bd.bullet = true;
            bd.position.Set(0.0f, 10.0f);
            body = m_world->CreateBody(&bd);
            body->CreateFixture(&shape, 1.0f);
            body->SetLinearVelocity(b2Vec2(0.0f, -100.0f));
        }
#endif
    }
    void Launch()
    {
        m_body->SetTransform(b2Vec2(0.0f, 20.0f), 0.0f);
        m_angularVelocity = RandomFloat(-50.0f, 50.0f);
        m_body->SetLinearVelocity(b2Vec2(0.0f, -100.0f));
        m_body->SetAngularVelocity(m_angularVelocity);
    }
    void Step(Settings* settings)
    {
        if (m_stepCount == 12)
        {
            m_stepCount += 0;
        }
        Test::Step(settings);
        extern int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
        if (b2_gjkCalls > 0)
        {
            m_debugDraw.DrawString(5, m_textLine, "gjk calls = %d, ave gjk iters = %3.1f, max gjk iters = %d",
                b2_gjkCalls, b2_gjkIters / float32(b2_gjkCalls), b2_gjkMaxIters);
            m_textLine += 15;
        }
        extern int32 b2_toiCalls, b2_toiIters;
        extern int32 b2_toiRootIters, b2_toiMaxRootIters;
        if (b2_toiCalls > 0)
        {
            m_debugDraw.DrawString(5, m_textLine, "toi calls = %d, ave toi iters = %3.1f, max toi iters = %d",
                                b2_toiCalls, b2_toiIters / float32(b2_toiCalls), b2_toiMaxRootIters);
            m_textLine += 15;
            m_debugDraw.DrawString(5, m_textLine, "ave toi root iters = %3.1f, max toi root iters = %d",
                b2_toiRootIters / float32(b2_toiCalls), b2_toiMaxRootIters);
            m_textLine += 15;
        }
        if (m_stepCount % 60 == 0)
        {
            //Launch();
        }
    }
    static Test* Create()
    {
        return new ContinuousTest;
    }
    b2Body* m_body;
    float32 m_angularVelocity;
};
#endif
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