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authorchai <chaifix@163.com>2021-12-13 00:07:19 +0800
committerchai <chaifix@163.com>2021-12-13 00:07:19 +0800
commit60cbbdec07ab7a5636eac5b3c024ae44e937f4d4 (patch)
treeb2c7b0a868f18159dbc43d8954e1bd7668549a88 /Client/ThirdParty/Box2D/testbed/tests/sensor.cpp
+init
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diff --git a/Client/ThirdParty/Box2D/testbed/tests/sensor.cpp b/Client/ThirdParty/Box2D/testbed/tests/sensor.cpp
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+// 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"
+#include "imgui/imgui.h"
+
+// This shows how to use sensor shapes. Sensors don't have collision, but report overlap events.
+class Sensors : public Test
+{
+public:
+
+ enum
+ {
+ e_count = 7
+ };
+
+ Sensors()
+ {
+ {
+ b2BodyDef bd;
+ b2Body* ground = m_world->CreateBody(&bd);
+
+ {
+ b2EdgeShape shape;
+ shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
+ ground->CreateFixture(&shape, 0.0f);
+ }
+
+#if 0
+ {
+ b2FixtureDef sd;
+ sd.SetAsBox(10.0f, 2.0f, b2Vec2(0.0f, 20.0f), 0.0f);
+ sd.isSensor = true;
+ m_sensor = ground->CreateFixture(&sd);
+ }
+#else
+ {
+ b2CircleShape shape;
+ shape.m_radius = 5.0f;
+ shape.m_p.Set(0.0f, 10.0f);
+
+ b2FixtureDef fd;
+ fd.shape = &shape;
+ fd.isSensor = true;
+ m_sensor = ground->CreateFixture(&fd);
+ }
+#endif
+ }
+
+ {
+ b2CircleShape shape;
+ shape.m_radius = 1.0f;
+
+ for (int32 i = 0; i < e_count; ++i)
+ {
+ b2BodyDef bd;
+ bd.type = b2_dynamicBody;
+ bd.position.Set(-10.0f + 3.0f * i, 20.0f);
+ bd.userData.pointer = i;
+
+ m_touching[i] = false;
+ m_bodies[i] = m_world->CreateBody(&bd);
+
+ m_bodies[i]->CreateFixture(&shape, 1.0f);
+ }
+ }
+
+ m_force = 100.0f;
+ }
+
+ // Implement contact listener.
+ void BeginContact(b2Contact* contact) override
+ {
+ b2Fixture* fixtureA = contact->GetFixtureA();
+ b2Fixture* fixtureB = contact->GetFixtureB();
+
+ if (fixtureA == m_sensor)
+ {
+ uintptr_t index = fixtureB->GetBody()->GetUserData().pointer;
+ if (index < e_count)
+ {
+ m_touching[index] = true;
+ }
+ }
+
+ if (fixtureB == m_sensor)
+ {
+ uintptr_t index = fixtureA->GetBody()->GetUserData().pointer;
+ if (index < e_count)
+ {
+ m_touching[index] = true;
+ }
+ }
+ }
+
+ // Implement contact listener.
+ void EndContact(b2Contact* contact) override
+ {
+ b2Fixture* fixtureA = contact->GetFixtureA();
+ b2Fixture* fixtureB = contact->GetFixtureB();
+
+ if (fixtureA == m_sensor)
+ {
+ uintptr_t index = fixtureB->GetBody()->GetUserData().pointer;
+ if (index < e_count)
+ {
+ m_touching[index] = false;
+ }
+ }
+
+ if (fixtureB == m_sensor)
+ {
+ uintptr_t index = fixtureA->GetBody()->GetUserData().pointer;
+ if (index < e_count)
+ {
+ m_touching[index] = false;
+ }
+ }
+ }
+
+ void UpdateUI() override
+ {
+ ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
+ ImGui::SetNextWindowSize(ImVec2(200.0f, 60.0f));
+ ImGui::Begin("Sensor Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
+
+ ImGui::SliderFloat("Force", &m_force, 0.0f, 2000.0f, "%.0f");
+
+ ImGui::End();
+ }
+
+ void Step(Settings& settings) override
+ {
+ Test::Step(settings);
+
+ // Traverse the contact results. Apply a force on shapes
+ // that overlap the sensor.
+ for (int32 i = 0; i < e_count; ++i)
+ {
+ if (m_touching[i] == false)
+ {
+ continue;
+ }
+
+ b2Body* body = m_bodies[i];
+ b2Body* ground = m_sensor->GetBody();
+
+ b2CircleShape* circle = (b2CircleShape*)m_sensor->GetShape();
+ b2Vec2 center = ground->GetWorldPoint(circle->m_p);
+
+ b2Vec2 position = body->GetPosition();
+
+ b2Vec2 d = center - position;
+ if (d.LengthSquared() < FLT_EPSILON * FLT_EPSILON)
+ {
+ continue;
+ }
+
+ d.Normalize();
+ b2Vec2 F = m_force * d;
+ body->ApplyForce(F, position, false);
+ }
+ }
+
+ static Test* Create()
+ {
+ return new Sensors;
+ }
+
+ b2Fixture* m_sensor;
+ b2Body* m_bodies[e_count];
+ float m_force;
+ bool m_touching[e_count];
+};
+
+static int testIndex = RegisterTest("Collision", "Sensors", Sensors::Create);