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Viewing changes to tests/box2d/Testbed/Tests/Dominos.h

  • Committer: Package Import Robot
  • Author(s): Sylvestre Ledru
  • Date: 2013-05-02 13:11:51 UTC
  • Revision ID: package-import@ubuntu.com-20130502131151-q8dvteqr1ef2x7xz
Tags: upstream-1.4.1~20130504~adb56cb
ImportĀ upstreamĀ versionĀ 1.4.1~20130504~adb56cb

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/*
 
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 
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*
 
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* This software is provided 'as-is', without any express or implied
 
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* warranty.  In no event will the authors be held liable for any damages
 
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* arising from the use of this software.
 
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* Permission is granted to anyone to use this software for any purpose,
 
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* including commercial applications, and to alter it and redistribute it
 
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* freely, subject to the following restrictions:
 
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* 1. The origin of this software must not be misrepresented; you must not
 
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* claim that you wrote the original software. If you use this software
 
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* in a product, an acknowledgment in the product documentation would be
 
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* appreciated but is not required.
 
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* 2. Altered source versions must be plainly marked as such, and must not be
 
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* misrepresented as being the original software.
 
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* 3. This notice may not be removed or altered from any source distribution.
 
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*/
 
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#ifndef DOMINOS_H
 
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#define DOMINOS_H
 
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class Dominos : public Test
 
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{
 
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public:
 
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        Dominos()
 
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        {
 
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                b2Body* b1;
 
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                {
 
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                        b2EdgeShape shape;
 
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                        shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
 
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                        b2BodyDef bd;
 
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                        b1 = m_world->CreateBody(&bd);
 
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                        b1->CreateFixture(&shape, 0.0f);
 
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                }
 
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                {
 
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                        b2PolygonShape shape;
 
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                        shape.SetAsBox(6.0f, 0.25f);
 
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                        b2BodyDef bd;
 
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                        bd.position.Set(-1.5f, 10.0f);
 
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                        b2Body* ground = m_world->CreateBody(&bd);
 
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                        ground->CreateFixture(&shape, 0.0f);
 
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                }
 
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                {
 
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                        b2PolygonShape shape;
 
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                        shape.SetAsBox(0.1f, 1.0f);
 
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                        b2FixtureDef fd;
 
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                        fd.shape = &shape;
 
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                        fd.density = 20.0f;
 
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                        fd.friction = 0.1f;
 
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                        for (int i = 0; i < 10; ++i)
 
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                        {
 
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                                b2BodyDef bd;
 
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                                bd.type = b2_dynamicBody;
 
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                                bd.position.Set(-6.0f + 1.0f * i, 11.25f);
 
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                                b2Body* body = m_world->CreateBody(&bd);
 
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                                body->CreateFixture(&fd);
 
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                        }
 
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                }
 
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                {
 
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                        b2PolygonShape shape;
 
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                        shape.SetAsBox(7.0f, 0.25f, b2Vec2_zero, 0.3f);
 
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                        b2BodyDef bd;
 
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                        bd.position.Set(1.0f, 6.0f);
 
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                        b2Body* ground = m_world->CreateBody(&bd);
 
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                        ground->CreateFixture(&shape, 0.0f);
 
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                }
 
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                b2Body* b2;
 
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                {
 
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                        b2PolygonShape shape;
 
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                        shape.SetAsBox(0.25f, 1.5f);
 
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                        b2BodyDef bd;
 
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                        bd.position.Set(-7.0f, 4.0f);
 
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                        b2 = m_world->CreateBody(&bd);
 
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                        b2->CreateFixture(&shape, 0.0f);
 
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                }
 
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                b2Body* b3;
 
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                {
 
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                        b2PolygonShape shape;
 
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                        shape.SetAsBox(6.0f, 0.125f);
 
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                        b2BodyDef bd;
 
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                        bd.type = b2_dynamicBody;
 
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                        bd.position.Set(-0.9f, 1.0f);
 
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                        bd.angle = -0.15f;
 
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                        b3 = m_world->CreateBody(&bd);
 
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                        b3->CreateFixture(&shape, 10.0f);
 
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                }
 
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                b2RevoluteJointDef jd;
 
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                b2Vec2 anchor;
 
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                anchor.Set(-2.0f, 1.0f);
 
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                jd.Initialize(b1, b3, anchor);
 
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                jd.collideConnected = true;
 
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                m_world->CreateJoint(&jd);
 
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                b2Body* b4;
 
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                {
 
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                        b2PolygonShape shape;
 
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                        shape.SetAsBox(0.25f, 0.25f);
 
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                        b2BodyDef bd;
 
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                        bd.type = b2_dynamicBody;
 
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                        bd.position.Set(-10.0f, 15.0f);
 
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                        b4 = m_world->CreateBody(&bd);
 
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                        b4->CreateFixture(&shape, 10.0f);
 
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                }
 
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                anchor.Set(-7.0f, 15.0f);
 
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                jd.Initialize(b2, b4, anchor);
 
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                m_world->CreateJoint(&jd);
 
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                b2Body* b5;
 
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                {
 
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                        b2BodyDef bd;
 
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                        bd.type = b2_dynamicBody;
 
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                        bd.position.Set(6.5f, 3.0f);
 
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                        b5 = m_world->CreateBody(&bd);
 
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                        b2PolygonShape shape;
 
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                        b2FixtureDef fd;
 
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                        fd.shape = &shape;
 
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                        fd.density = 10.0f;
 
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                        fd.friction = 0.1f;
 
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                        shape.SetAsBox(1.0f, 0.1f, b2Vec2(0.0f, -0.9f), 0.0f);
 
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                        b5->CreateFixture(&fd);
 
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                        shape.SetAsBox(0.1f, 1.0f, b2Vec2(-0.9f, 0.0f), 0.0f);
 
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                        b5->CreateFixture(&fd);
 
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                        shape.SetAsBox(0.1f, 1.0f, b2Vec2(0.9f, 0.0f), 0.0f);
 
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                        b5->CreateFixture(&fd);
 
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                }
 
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                anchor.Set(6.0f, 2.0f);
 
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                jd.Initialize(b1, b5, anchor);
 
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                m_world->CreateJoint(&jd);
 
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                b2Body* b6;
 
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                {
 
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                        b2PolygonShape shape;
 
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                        shape.SetAsBox(1.0f, 0.1f);
 
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                        b2BodyDef bd;
 
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                        bd.type = b2_dynamicBody;
 
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                        bd.position.Set(6.5f, 4.1f);
 
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                        b6 = m_world->CreateBody(&bd);
 
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                        b6->CreateFixture(&shape, 30.0f);
 
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                }
 
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                anchor.Set(7.5f, 4.0f);
 
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                jd.Initialize(b5, b6, anchor);
 
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                m_world->CreateJoint(&jd);
 
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                b2Body* b7;
 
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                {
 
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                        b2PolygonShape shape;
 
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                        shape.SetAsBox(0.1f, 1.0f);
 
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                        b2BodyDef bd;
 
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                        bd.type = b2_dynamicBody;
 
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                        bd.position.Set(7.4f, 1.0f);
 
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                        b7 = m_world->CreateBody(&bd);
 
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                        b7->CreateFixture(&shape, 10.0f);
 
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                }
 
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                b2DistanceJointDef djd;
 
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                djd.bodyA = b3;
 
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                djd.bodyB = b7;
 
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                djd.localAnchorA.Set(6.0f, 0.0f);
 
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                djd.localAnchorB.Set(0.0f, -1.0f);
 
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                b2Vec2 d = djd.bodyB->GetWorldPoint(djd.localAnchorB) - djd.bodyA->GetWorldPoint(djd.localAnchorA);
 
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                djd.length = d.Length();
 
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                m_world->CreateJoint(&djd);
 
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                {
 
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                        float32 radius = 0.2f;
 
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                        b2CircleShape shape;
 
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                        shape.m_radius = radius;
 
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                        for (int32 i = 0; i < 4; ++i)
 
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                        {
 
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                                b2BodyDef bd;
 
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                                bd.type = b2_dynamicBody;
 
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                                bd.position.Set(5.9f + 2.0f * radius * i, 2.4f);
 
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                                b2Body* body = m_world->CreateBody(&bd);
 
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                                body->CreateFixture(&shape, 10.0f);
 
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                        }
 
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                }
 
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        }
 
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        static Test* Create()
 
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        {
 
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                return new Dominos;
 
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        }
 
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};
 
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#endif