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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"
class CompoundShapes : public Test
{
public:
CompoundShapes()
{
{
b2BodyDef bd;
bd.position.Set(0.0f, 0.0f);
b2Body* body = m_world->CreateBody(&bd);
b2EdgeShape shape;
shape.SetTwoSided(b2Vec2(50.0f, 0.0f), b2Vec2(-50.0f, 0.0f));
body->CreateFixture(&shape, 0.0f);
}
/*
// Table 1
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-25.0f, 1.0f);
m_table1 = m_world->CreateBody(&bd);
b2PolygonShape top;
top.SetAsBox(3.0f, 0.5f, b2Vec2(0.0f, 3.5f), 0.0f);
b2PolygonShape leftLeg;
leftLeg.SetAsBox(0.5f, 1.5f, b2Vec2(-2.5f, 1.5f), 0.0f);
b2PolygonShape rightLeg;
rightLeg.SetAsBox(0.5f, 1.5f, b2Vec2(2.5f, 1.5f), 0.0f);
m_table1->CreateFixture(&top, 2.0f);
m_table1->CreateFixture(&leftLeg, 2.0f);
m_table1->CreateFixture(&rightLeg, 2.0f);
}
*/
// Table 2
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-10.0f, 1.0f);
m_table2 = m_world->CreateBody(&bd);
b2Vec2 topVertices[] = {
b2Vec2{-1.5f, 1.5f + 4.5f},
b2Vec2{-1.5f, -1.5f + 4.5f},
b2Vec2{1.5f , -1.5f + 4.5f},
b2Vec2{1.5f , 1.5f + 4.5f},
};
b2Vec2 topNormals[] = {
b2Vec2{-1.0f, 0.0f},
b2Vec2{0.0f, -1.0f},
b2Vec2{1.0f, 0.0f},
b2Vec2{0.0f, 1.0f},
};
bool topGhostEdges[] = {
false,
false,
false,
false,
};
b2PolygonShape top;
top.Set(topVertices, topNormals, topGhostEdges, 4);
b2Vec2 leftVertices[] = {
b2Vec2{-1.5f , 1.5f + 1.5f},
b2Vec2{-1.5f , -1.5f + 1.5f},
b2Vec2{1.5f , -1.5f + 1.5f},
b2Vec2{1.5f , 1.5f + 1.5f},
};
b2Vec2 leftNormals[] = {
b2Vec2{-1.0f, 0.0f},
b2Vec2{0.0f, -1.0f},
b2Vec2{1.0f, 0.0f},
b2Vec2{0.0f, 1.0f},
};
bool leftGhostEdges[] = {
false,
false,
false,
false,
};
b2PolygonShape leftLeg;
leftLeg.Set(leftVertices, leftNormals, leftGhostEdges, 4);
m_table2->CreateFixture(&top, 2.0f);
m_table2->CreateFixture(&leftLeg, 2.0f);
}
// Table 3
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(10.0f, 1.0f);
m_table3 = m_world->CreateBody(&bd);
b2Vec2 topVertices[] = {
b2Vec2{-1.5f, 1.5f + 4.5f},
b2Vec2{-1.5f, -1.5f + 4.5f},
b2Vec2{1.5f , -1.5f + 4.5f},
b2Vec2{1.5f , 1.5f + 4.5f},
};
b2Vec2 topNormals[] = {
b2Vec2{-1.0f, 0.0f},
b2Vec2{0.0f, -1.0f},
b2Vec2{1.0f, 0.0f},
b2Vec2{0.0f, 1.0f},
};
bool topGhostEdges[] = {
false,
false,
false,
false,
};
b2PolygonShape top;
top.Set(topVertices, topNormals, topGhostEdges, 4);
b2Vec2 leftVertices[] = {
b2Vec2{-1.5f , 1.5f + 1.5f},
b2Vec2{-1.5f , -1.5f + 1.5f},
b2Vec2{1.5f , -1.5f + 1.5f},
b2Vec2{1.5f , 1.5f + 1.5f},
};
b2Vec2 leftNormals[] = {
b2Vec2{-1.0f, 0.0f},
b2Vec2{0.0f, -1.0f},
b2Vec2{1.0f, 0.0f},
b2Vec2{0.0f, 1.0f},
};
bool leftGhostEdges[] = {
false,
false,
false,
true,
};
b2PolygonShape leftLeg;
leftLeg.Set(leftVertices, leftNormals, leftGhostEdges, 4);
m_table3->CreateFixture(&top, 2.0f);
m_table3->CreateFixture(&leftLeg, 2.0f);
}
/*
// Spaceship 1
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(5.0f, 1.0f);
m_ship1 = m_world->CreateBody(&bd);
b2Vec2 vertices[3];
b2PolygonShape left;
vertices[0].Set(-2.0f, 0.0f);
vertices[1].Set(0.0f, 4.0f / 3.0f);
vertices[2].Set(0.0f, 4.0f);
left.Set(vertices, 3);
b2PolygonShape right;
vertices[0].Set(2.0f, 0.0f);
vertices[1].Set(0.0f, 4.0f / 3.0f);
vertices[2].Set(0.0f, 4.0f);
right.Set(vertices, 3);
m_ship1->CreateFixture(&left, 2.0f);
m_ship1->CreateFixture(&right, 2.0f);
}
// Spaceship 2
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(15.0f, 1.0f);
m_ship2 = m_world->CreateBody(&bd);
b2Vec2 vertices[3];
b2PolygonShape left;
vertices[0].Set(-2.0f, 0.0f);
vertices[1].Set(1.0f, 2.0f);
vertices[2].Set(0.0f, 4.0f);
left.Set(vertices, 3);
b2PolygonShape right;
vertices[0].Set(2.0f, 0.0f);
vertices[1].Set(-1.0f, 2.0f);
vertices[2].Set(0.0f, 4.0f);
right.Set(vertices, 3);
m_ship2->CreateFixture(&left, 2.0f);
m_ship2->CreateFixture(&right, 2.0f);
}
// Spaceship 3
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(25.0f, 1.0f);
m_ship3 = m_world->CreateBody(&bd);
b2Vec2 leftVertices[] = {
b2Vec2{0.0f, 4.0f / 3.0f},
b2Vec2{0.0f, 4.0f},
b2Vec2{-2.0f, 0.0f},
};
b2Vec2 leftNormals[] = {
b2Cross(leftVertices[1] - leftVertices[0], 1.0f).Normalized(),
b2Cross(leftVertices[2] - leftVertices[1], 1.0f).Normalized(),
b2Cross(leftVertices[0] - leftVertices[2], 1.0f).Normalized(),
};
bool leftGhostEdges[] = {
false,
false,
false,
};
b2PolygonShape left;
left.Set(leftVertices, leftNormals, leftGhostEdges, 3);
b2Vec2 rightVertices[] = {
b2Vec2{2.0f, 0.0f},
b2Vec2{0.0f, 4.0f},
b2Vec2{0.0f, 4.0f / 3.0f},
};
b2Vec2 rightNormals[] = {
b2Cross(rightVertices[1] - rightVertices[0], 1.0f).Normalized(),
b2Cross(rightVertices[2] - rightVertices[1], 1.0f).Normalized(),
b2Cross(rightVertices[0] - rightVertices[2], 1.0f).Normalized(),
};
bool rightGhostEdges[] = {
false,
true,
false,
};
b2PolygonShape right;
right.Set(rightVertices, rightNormals, rightGhostEdges, 3);
m_ship3->CreateFixture(&left, 2.0f);
m_ship3->CreateFixture(&right, 2.0f);
}
*/
}
void Spawn()
{
b2Body* tables[] = {
//m_table1,
m_table2,
m_table3,
};
for(b2Body* table : tables)
{
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = table->GetPosition() + b2Vec2(-4.10f, 3.0f);
bd.angle = table->GetAngle();
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape box;
box.SetAsBox(4.0f, 0.5f, b2Vec2_zero, 0.0f);
body->CreateFixture(&box, 2.0f);
}
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = table->GetPosition() + b2Vec2(4.10f, 3.0f);
bd.angle = table->GetAngle() + b2_pi;
b2Body* body = m_world->CreateBody(&bd);
b2PolygonShape box;
box.SetAsBox(4.0f, 0.5f, b2Vec2_zero, 0.0f);
body->CreateFixture(&box, 2.0f);
}
}
/*
b2Body* ships[] = {
m_ship1,
m_ship2,
m_ship3,
};
for (b2Body* ship : ships)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position = ship->GetPosition();
bd.angle = ship->GetAngle();
bd.gravityScale = 0.0f;
b2Body* body = m_world->CreateBody(&bd);
b2CircleShape circle;
circle.m_radius = 0.5f;
circle.m_p.Set(0.0f, 2.0f);
body->CreateFixture(&circle, 2.0f);
}
*/
}
void UpdateUI() override
{
ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
ImGui::SetNextWindowSize(ImVec2(200.0f, 100.0f));
ImGui::Begin("Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
if (ImGui::Button("Spawn"))
{
Spawn();
}
ImGui::End();
}
static Test* Create()
{
return new CompoundShapes;
}
b2Body* m_table1;
b2Body* m_table2;
b2Body* m_table3;
b2Body* m_ship1;
b2Body* m_ship2;
b2Body* m_ship3;
};
static int testIndex = RegisterTest("Examples", "Compound Shapes", CompoundShapes::Create);
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