ultimatepp/examples/Box2DExample/main.cpp
unodgs 685b4834da .examples: Added first (still incomplete) version of box2d example
git-svn-id: svn://ultimatepp.org/upp/trunk@2583 f0d560ea-af0d-0410-9eb7-867de7ffcac7
2010-07-30 20:30:20 +00:00

352 lines
7.4 KiB
C++

#include <CtrlLib/CtrlLib.h>
#include <plugin/box2d/Box2D.h>
using namespace Upp;
struct QueryCallback : b2QueryCallback
{
QueryCallback(const b2Vec2& point)
{
m_point = point;
m_fixture = NULL;
}
bool ReportFixture(b2Fixture* fixture)
{
b2Body* body = fixture->GetBody();
if (body->GetType() == b2_dynamicBody)
{
bool inside = fixture->TestPoint(m_point);
if (inside)
{
m_fixture = fixture;
return false;
}
}
return true;
}
b2Vec2 m_point;
b2Fixture* m_fixture;
};
struct DebugDraw : b2DebugDraw
{
Draw* w;
Sizef sz;
float cx, cy;
float aspect;
void DrawPolygon(const b2Vec2* v, int vertexCount, const b2Color& color)
{
Vector<Point> p;
p.SetCount(vertexCount + 1);
for(int i = 0; i < vertexCount; ++i)
{
p[i].x = int(v[i].x * aspect + cx);
p[i].y = int(cy - v[i].y * aspect);
}
p[vertexCount - 1].x = int(v[0].x);
p[vertexCount - 1].y = int(v[0].x);
Color bg(int(color.r * 255.0), int(color.g * 255.0), int(color.b * 255.0));
Color fg(int(color.r * 150.0), int(color.g * 150.0), int(color.b * 150.0));
w->DrawPolyline(p, vertexCount, 1, fg);
}
void DrawSolidPolygon(const b2Vec2* v, int vertexCount, const b2Color& color)
{
Vector<Point> p;
p.SetCount(vertexCount);
for(int i = 0; i < vertexCount; ++i)
{
p[i].x = int(v[i].x * aspect + cx);
p[i].y = int(cy - v[i].y * aspect);
}
Color bg(int(color.r * 255.0), int(color.g * 255.0), int(color.b * 255.0));
Color fg(int(color.r * 150.0), int(color.g * 150.0), int(color.b * 150.0));
w->DrawPolygon(p, bg, 1, fg);
}
void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
{
float r = aspect * radius * 2.0f;
int x = int((center.x - radius) * aspect + cx);
int y = int(cy - (center.y + radius) * aspect);
Color fg(int(color.r * 150.0), int(color.g * 150.0), int(color.b * 150.0));
w->DrawEllipse(x, y, int(r), int(r), fg);
}
void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
{
float r = aspect * radius * 2.0f;
int x = int((center.x - radius) * aspect + cx);
int y = int(cy - (center.y + radius) * aspect);
Color bg(int(color.r * 255.0), int(color.g * 255.0), int(color.b * 255.0));
Color fg(int(color.r * 150.0), int(color.g * 150.0), int(color.b * 150.0));
w->DrawEllipse(x, y, int(r), int(r), bg, 1, fg);
}
void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
{
Color fg(int(color.r * 150.0), int(color.g * 150.0), int(color.b * 150.0));
int x0 = int(p1.x * aspect + cx);
int y0 = int(cy - p1.y * aspect);
int x1 = int(p2.x * aspect + cx);
int y1 = int(cy - p2.y * aspect);
w->DrawLine(x0, y0, x1, y1, 1, fg);
}
void DrawTransform(const b2Transform& xf)
{
}
void DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
{
}
void DrawString(int x, int y, const char* string, ...)
{
}
void DrawAABB(b2AABB* aabb, const b2Color& color)
{
}
};
struct App : TopWindow
{
b2Body* m_middle;
b2World* m_world;
b2MouseJoint* m_mouseJoint;
DebugDraw m_debugDraw;
b2Vec2 m_mouseWorld;
b2Body* m_groundBody;
b2AABB m_worldAABB;
typedef App CLASSNAME;
App()
{
Sizeable().Zoomable();
Bridge();
SetTimeCallback(-10, THISBACK(Render0));
BackPaint();
m_mouseJoint = NULL;
}
~App()
{
delete m_world;
}
void Bridge()
{
const int e_count = 30;
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
bool doSleep = true;
m_world = new b2World(gravity, doSleep);
m_world->SetDebugDraw(&m_debugDraw);
b2BodyDef bd;
b2Body* ground = m_world->CreateBody(&bd);
b2PolygonShape shape;
shape.SetAsEdge(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
ground->CreateFixture(&shape, 0.0f);
shape.SetAsBox(0.5f, 0.125f);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 20.0f;
fd.friction = 0.2f;
b2RevoluteJointDef jd;
b2Body* prevBody = ground;
for(int i = 0; i < e_count; ++i)
{
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-14.5f + 1.0f * i, 5.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
b2Vec2 anchor(-15.0f + 1.0f * i, 5.0f);
jd.Initialize(prevBody, body, anchor);
m_world->CreateJoint(&jd);
if (i == (e_count >> 1))
{
m_middle = body;
}
prevBody = body;
}
b2Vec2 anchor(-15.0f + 1.0f * e_count, 5.0f);
jd.Initialize(prevBody, ground, anchor);
m_world->CreateJoint(&jd);
for(int i = 0; i < 2; ++i)
{
b2Vec2 vertices[3];
vertices[0].Set(-0.5f, 0.0f);
vertices[1].Set(0.5f, 0.0f);
vertices[2].Set(0.0f, 1.5f);
b2PolygonShape shape;
shape.Set(vertices, 3);
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-8.0f + 8.0f * i, 12.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
for(int i = 0; i < 3; ++i)
{
b2CircleShape shape;
shape.m_radius = 0.5f;
b2FixtureDef fd;
fd.shape = &shape;
fd.density = 1.0f;
b2BodyDef bd;
bd.type = b2_dynamicBody;
bd.position.Set(-6.0f + 6.0f * i, 10.0f);
b2Body* body = m_world->CreateBody(&bd);
body->CreateFixture(&fd);
}
}
void Step(float hz = 60, int velocityIterations = 8, int positionIterations = 3)
{
float32 timeStep = 1.0f / hz;
int flags = 0;
flags += b2DebugDraw::e_shapeBit;
m_debugDraw.SetFlags(flags);
m_world->SetWarmStarting(1);
m_world->SetContinuousPhysics(1);
m_world->Step(timeStep, velocityIterations, positionIterations);
m_world->DrawDebugData();
}
b2Vec2 ConvertScreenToWorld(int x, int y)
{
Size sz = GetSize();
x += sz.cx / 2;
y = sz.cy / 2 - y;
float32 u = x / float32(sz.cx);
float32 v = (sz.cy - y) / float32(sz.cy);
float32 ratio = float32(sz.cx) / float32(sz.cy);
b2Vec2 extents(ratio * 25.0f, 25.0f);
b2Vec2 viewCenter(0.0f, 0.0f);
b2Vec2 lower = viewCenter - extents;
b2Vec2 upper = viewCenter + extents;
b2Vec2 p;
p.x = (1.0f - u) * lower.x + u * upper.x;
p.y = (1.0f - v) * lower.y + v * upper.y;
return p;
}
void Render0()
{
Refresh();
}
void Render(Draw& w)
{
Size sz = GetSize();
m_debugDraw.w = &w;
m_debugDraw.sz = sz;
m_debugDraw.cx = sz.cx / 2.0f;
m_debugDraw.cy = sz.cy / 2.0f;
m_debugDraw.aspect = 18.0f;
Step();
}
virtual void Paint(Draw& w)
{
Size sz = GetSize();
w.DrawRect(sz, White);
Render(w);
}
virtual void LeftDown(Point p0, dword keyflags)
{
b2Vec2 p(float32(p0.x), float32(p0.y));
m_mouseWorld = ConvertScreenToWorld(p0.x, p0.y);
if(m_mouseJoint != NULL)
return;
b2AABB aabb;
b2Vec2 d;
d.Set(0.001f, 0.001f);
aabb.lowerBound = p - d;
aabb.upperBound = p + d;
QueryCallback callback(p);
m_world->QueryAABB(&callback, aabb);
if (callback.m_fixture)
{
b2Body* body = callback.m_fixture->GetBody();
b2MouseJointDef md;
md.bodyA = m_groundBody;
md.bodyB = body;
md.target = p;
md.maxForce = 1000.0f * body->GetMass();
m_mouseJoint = (b2MouseJoint*)m_world->CreateJoint(&md);
body->SetAwake(true);
}
}
virtual void LeftUp(Point p0, dword keyflags)
{
b2Vec2 p = ConvertScreenToWorld(p0.x, p0.y);
if (m_mouseJoint)
{
m_world->DestroyJoint(m_mouseJoint);
m_mouseJoint = NULL;
}
}
virtual void MouseMove(Point p0, dword keyflags)
{
b2Vec2 p = ConvertScreenToWorld(p0.x, p0.y);
m_mouseWorld = p;
if (m_mouseJoint)
{
m_mouseJoint->SetTarget(p);
}
}
};
GUI_APP_MAIN
{
App().Run();
}