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Viewing changes to tests/box2d/Testbed/Tests/Tiles.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 TILES_H
 
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#define TILES_H
 
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/// This stress tests the dynamic tree broad-phase. This also shows that tile
 
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/// based collision is _not_ smooth due to Box2D not knowing about adjacency.
 
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class Tiles : public Test
 
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{
 
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public:
 
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        enum
 
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        {
 
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                e_count = 20
 
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        };
 
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        Tiles()
 
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        {
 
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                m_fixtureCount = 0;
 
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                b2Timer timer;
 
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                {
 
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                        float32 a = 0.5f;
 
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                        b2BodyDef bd;
 
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                        bd.position.y = -a;
 
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                        b2Body* ground = m_world->CreateBody(&bd);
 
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#if 1
 
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                        int32 N = 200;
 
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                        int32 M = 10;
 
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                        b2Vec2 position;
 
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                        position.y = 0.0f;
 
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                        for (int32 j = 0; j < M; ++j)
 
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                        {
 
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                                position.x = -N * a;
 
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                                for (int32 i = 0; i < N; ++i)
 
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                                {
 
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                                        b2PolygonShape shape;
 
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                                        shape.SetAsBox(a, a, position, 0.0f);
 
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                                        ground->CreateFixture(&shape, 0.0f);
 
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                                        ++m_fixtureCount;
 
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                                        position.x += 2.0f * a;
 
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                                }
 
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                                position.y -= 2.0f * a;
 
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                        }
 
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#else
 
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                        int32 N = 200;
 
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                        int32 M = 10;
 
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                        b2Vec2 position;
 
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                        position.x = -N * a;
 
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                        for (int32 i = 0; i < N; ++i)
 
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                        {
 
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                                position.y = 0.0f;
 
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                                for (int32 j = 0; j < M; ++j)
 
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                                {
 
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                                        b2PolygonShape shape;
 
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                                        shape.SetAsBox(a, a, position, 0.0f);
 
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                                        ground->CreateFixture(&shape, 0.0f);
 
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                                        position.y -= 2.0f * a;
 
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                                }
 
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                                position.x += 2.0f * a;
 
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                        }
 
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#endif
 
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                }
 
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                {
 
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                        float32 a = 0.5f;
 
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                        b2PolygonShape shape;
 
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                        shape.SetAsBox(a, a);
 
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                        b2Vec2 x(-7.0f, 0.75f);
 
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                        b2Vec2 y;
 
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                        b2Vec2 deltaX(0.5625f, 1.25f);
 
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                        b2Vec2 deltaY(1.125f, 0.0f);
 
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                        for (int32 i = 0; i < e_count; ++i)
 
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                        {
 
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                                y = x;
 
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                                for (int32 j = i; j < e_count; ++j)
 
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                                {
 
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                                        b2BodyDef bd;
 
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                                        bd.type = b2_dynamicBody;
 
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                                        bd.position = y;
 
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                                        //if (i == 0 && j == 0)
 
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                                        //{
 
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                                        //      bd.allowSleep = false;
 
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                                        //}
 
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                                        //else
 
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                                        //{
 
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                                        //      bd.allowSleep = true;
 
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                                        //}
 
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                                        b2Body* body = m_world->CreateBody(&bd);
 
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                                        body->CreateFixture(&shape, 5.0f);
 
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                                        ++m_fixtureCount;
 
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                                        y += deltaY;
 
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                                }
 
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                                x += deltaX;
 
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                        }
 
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                }
 
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                m_createTime = timer.GetMilliseconds();
 
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        }
 
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        void Step(Settings* settings)
 
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        {
 
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                const b2ContactManager& cm = m_world->GetContactManager();
 
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                int32 height = cm.m_broadPhase.GetTreeHeight();
 
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                int32 leafCount = cm.m_broadPhase.GetProxyCount();
 
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                int32 minimumNodeCount = 2 * leafCount - 1;
 
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                float32 minimumHeight = ceilf(logf(float32(minimumNodeCount)) / logf(2.0f));
 
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                m_debugDraw.DrawString(5, m_textLine, "dynamic tree height = %d, min = %d", height, int32(minimumHeight));
 
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                m_textLine += 15;
 
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                Test::Step(settings);
 
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                m_debugDraw.DrawString(5, m_textLine, "create time = %6.2f ms, fixture count = %d",
 
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                        m_createTime, m_fixtureCount);
 
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                m_textLine += 15;
 
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                //b2DynamicTree* tree = &m_world->m_contactManager.m_broadPhase.m_tree;
 
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                //if (m_stepCount == 400)
 
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                //{
 
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                //      tree->RebuildBottomUp();
 
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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 Tiles;
 
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        }
 
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        int32 m_fixtureCount;
 
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        float32 m_createTime;
 
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};
 
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#endif