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@davidsanfal
Created March 23, 2015 17:10
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#include "david/box2d/Box2D/Box2D/Box2D.h"
#include <iostream>
using namespace std;
int main(int argc, char** argv)
{
B2_NOT_USED(argc);
B2_NOT_USED(argv);
//**************************************************//
// Creating a World //
//**************************************************//
// Define the gravity vector.
b2Vec2 gravity(0.0f,-10.0f);
// Construct a world object, which will hold and simulate the rigid bodies.
b2World world(gravity);
//**************************************************//
// Creating a Ground Box //
//**************************************************//
// Define the ground body.
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0.0f,-10.0f);
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2Body* groundBody = world.CreateBody(&groundBodyDef);
// Define the ground box shape.
b2PolygonShape groundBox;
// The extents are the half-widths of the box.
groundBox.SetAsBox(50.0f, 10.0f);
// Add the ground fixture to the ground body.
groundBody->CreateFixture(&groundBox, 0.0f);
//**************************************************//
// Creating a Circle Shape //
//**************************************************//
b2BodyDef BodyDef;
BodyDef.type = b2_dynamicBody;
BodyDef.position = b2Vec2(0.0f, 4.0f);
BodyDef.userData = (void *) "Circle";
b2Body* body = world.CreateBody(&BodyDef);
b2CircleShape circle;
circle.m_radius = 1.0f;
b2FixtureDef fixtureDef;
fixtureDef.density = 1.0f;
fixtureDef.friction = 2.0f;
fixtureDef.restitution = 0.5f;
fixtureDef.shape = &circle;
body->CreateFixture(&fixtureDef);
//**************************************************//
// Simulating the World (of Box2D) //
//**************************************************//
float32 timeStep = 1.0f / 60.0f;
int32 velocityIterations = 6;
int32 positionIterations = 2;
// This is our little game loop.
for (int32 i = 0; i < 100; ++i)
{
// Instruct the world to perform a single step of simulation.
// It is generally best to keep the time step and iterations fixed.
world.Step(timeStep, velocityIterations, positionIterations);
// Now print the position and angle of the body.
b2Vec2 position = body->GetPosition();
float32 angle = body->GetAngle();
if (position.y - 1.00 <= 0.001)
cout<< "Ball hits the ground!!" << endl;
else
cout<<"X = " << position.x << " Y = " << position.y << endl;
}
}
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