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Diffstat (limited to 'Client/ThirdParty/Box2D/testbed/tests/character_collision.cpp')
-rw-r--r-- | Client/ThirdParty/Box2D/testbed/tests/character_collision.cpp | 256 |
1 files changed, 256 insertions, 0 deletions
diff --git a/Client/ThirdParty/Box2D/testbed/tests/character_collision.cpp b/Client/ThirdParty/Box2D/testbed/tests/character_collision.cpp new file mode 100644 index 0000000..3eab4a7 --- /dev/null +++ b/Client/ThirdParty/Box2D/testbed/tests/character_collision.cpp @@ -0,0 +1,256 @@ +// 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" + +/// 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.SetTwoSided(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.SetTwoSided(b2Vec2(-8.0f, 1.0f), b2Vec2(-6.0f, 1.0f)); + ground->CreateFixture(&shape, 0.0f); + shape.SetTwoSided(b2Vec2(-6.0f, 1.0f), b2Vec2(-4.0f, 1.0f)); + ground->CreateFixture(&shape, 0.0f); + shape.SetTwoSided(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.CreateLoop(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); + + float angle = 0.0f; + float 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) override + { + b2Vec2 v = m_character->GetLinearVelocity(); + v.x = -5.0f; + m_character->SetLinearVelocity(v); + + Test::Step(settings); + g_debugDraw.DrawString(5, m_textLine, "This tests various character collision shapes."); + m_textLine += m_textIncrement; + g_debugDraw.DrawString(5, m_textLine, "Limitation: square and hexagon can snag on aligned boxes."); + m_textLine += m_textIncrement; + g_debugDraw.DrawString(5, m_textLine, "Feature: edge chains have smooth collision inside and out."); + m_textLine += m_textIncrement; + } + + static Test* Create() + { + return new CharacterCollision; + } + + b2Body* m_character; +}; + +static int testIndex = RegisterTest("Examples", "Character Collision", CharacterCollision::Create); |