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							- /*
 - * 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 COLLISION_PROCESSING_H
 - #define COLLISION_PROCESSING_H
 - 
 - #include <algorithm>
 - 
 - // This test shows collision processing and tests
 - // deferred body destruction.
 - class CollisionProcessing : public Test
 - {
 - public:
 -     CollisionProcessing()
 -     {
 -         // Ground body
 -         {
 -             b2EdgeShape shape;
 -             shape.Set(b2Vec2(-50.0f, 0.0f), b2Vec2(50.0f, 0.0f));
 - 
 -             b2FixtureDef sd;
 -             sd.shape = &shape;;
 - 
 -             b2BodyDef bd;
 -             b2Body* ground = m_world->CreateBody(&bd);
 -             ground->CreateFixture(&sd);
 -         }
 - 
 -         float32 xLo = -5.0f, xHi = 5.0f;
 -         float32 yLo = 2.0f, yHi = 35.0f;
 - 
 -         // Small triangle
 -         b2Vec2 vertices[3];
 -         vertices[0].Set(-1.0f, 0.0f);
 -         vertices[1].Set(1.0f, 0.0f);
 -         vertices[2].Set(0.0f, 2.0f);
 - 
 -         b2PolygonShape polygon;
 -         polygon.Set(vertices, 3);
 - 
 -         b2FixtureDef triangleShapeDef;
 -         triangleShapeDef.shape = &polygon;
 -         triangleShapeDef.density = 1.0f;
 - 
 -         b2BodyDef triangleBodyDef;
 -         triangleBodyDef.type = b2_dynamicBody;
 -         triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
 - 
 -         b2Body* body1 = m_world->CreateBody(&triangleBodyDef);
 -         body1->CreateFixture(&triangleShapeDef);
 - 
 -         // Large triangle (recycle definitions)
 -         vertices[0] *= 2.0f;
 -         vertices[1] *= 2.0f;
 -         vertices[2] *= 2.0f;
 -         polygon.Set(vertices, 3);
 - 
 -         triangleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
 - 
 -         b2Body* body2 = m_world->CreateBody(&triangleBodyDef);
 -         body2->CreateFixture(&triangleShapeDef);
 - 
 -         // Small box
 -         polygon.SetAsBox(1.0f, 0.5f);
 - 
 -         b2FixtureDef boxShapeDef;
 -         boxShapeDef.shape = &polygon;
 -         boxShapeDef.density = 1.0f;
 - 
 -         b2BodyDef boxBodyDef;
 -         boxBodyDef.type = b2_dynamicBody;
 -         boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
 - 
 -         b2Body* body3 = m_world->CreateBody(&boxBodyDef);
 -         body3->CreateFixture(&boxShapeDef);
 - 
 -         // Large box (recycle definitions)
 -         polygon.SetAsBox(2.0f, 1.0f);
 -         boxBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
 - 
 -         b2Body* body4 = m_world->CreateBody(&boxBodyDef);
 -         body4->CreateFixture(&boxShapeDef);
 - 
 -         // Small circle
 -         b2CircleShape circle;
 -         circle.m_radius = 1.0f;
 - 
 -         b2FixtureDef circleShapeDef;
 -         circleShapeDef.shape = &circle;
 -         circleShapeDef.density = 1.0f;
 - 
 -         b2BodyDef circleBodyDef;
 -         circleBodyDef.type = b2_dynamicBody;
 -         circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
 - 
 -         b2Body* body5 = m_world->CreateBody(&circleBodyDef);
 -         body5->CreateFixture(&circleShapeDef);
 - 
 -         // Large circle
 -         circle.m_radius *= 2.0f;
 -         circleBodyDef.position.Set(RandomFloat(xLo, xHi), RandomFloat(yLo, yHi));
 - 
 -         b2Body* body6 = m_world->CreateBody(&circleBodyDef);
 -         body6->CreateFixture(&circleShapeDef);
 -     }
 - 
 -     void Step(Settings* settings)
 -     {
 -         Test::Step(settings);
 - 
 -         // We are going to destroy some bodies according to contact
 -         // points. We must buffer the bodies that should be destroyed
 -         // because they may belong to multiple contact points.
 -         const int32 k_maxNuke = 6;
 -         b2Body* nuke[k_maxNuke];
 -         int32 nukeCount = 0;
 - 
 -         // Traverse the contact results. Destroy bodies that
 -         // are touching heavier bodies.
 -         for (int32 i = 0; i < m_pointCount; ++i)
 -         {
 -             ContactPoint* point = m_points + i;
 - 
 -             b2Body* body1 = point->fixtureA->GetBody();
 -             b2Body* body2 = point->fixtureB->GetBody();
 -             float32 mass1 = body1->GetMass();
 -             float32 mass2 = body2->GetMass();
 - 
 -             if (mass1 > 0.0f && mass2 > 0.0f)
 -             {
 -                 if (mass2 > mass1)
 -                 {
 -                     nuke[nukeCount++] = body1;
 -                 }
 -                 else
 -                 {
 -                     nuke[nukeCount++] = body2;
 -                 }
 - 
 -                 if (nukeCount == k_maxNuke)
 -                 {
 -                     break;
 -                 }
 -             }
 -         }
 - 
 -         // Sort the nuke array to group duplicates.
 -         std::sort(nuke, nuke + nukeCount);
 - 
 -         // Destroy the bodies, skipping duplicates.
 -         int32 i = 0;
 -         while (i < nukeCount)
 -         {
 -             b2Body* b = nuke[i++];
 -             while (i < nukeCount && nuke[i] == b)
 -             {
 -                 ++i;
 -             }
 - 
 -             if (b != m_bomb)
 -             {
 -                 m_world->DestroyBody(b);
 -             }
 -         }
 -     }
 - 
 -     static Test* Create()
 -     {
 -         return new CollisionProcessing;
 -     }
 - };
 - 
 - #endif
 
 
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