Example #1
0
void b2World::DrawParticleSystem(const b2ParticleSystem& system)
{
	int32 particleCount = system.GetParticleCount();
	if (particleCount)
	{
		float32 radius = system.GetRadius();
		const b2Vec2* positionBuffer = system.GetPositionBuffer();
		if (system.m_colorBuffer.data)
		{
			const b2ParticleColor* colorBuffer = system.GetColorBuffer();
			m_debugDraw->DrawParticles(positionBuffer, radius, colorBuffer, particleCount);
		}
		else
		{
			m_debugDraw->DrawParticles(positionBuffer, radius, NULL, particleCount);
		}
	}
}
Example #2
0
int32
ConfinementTests::TestLeakCount()
{
	for (int32 t = 0; t < NUMBER_OF_STEPS; t++) {
		m_world->Step(DELTA_T, 1, 1);
	}
	int32 bufferIndex = m_particleGroup->GetBufferIndex();
	int32 particleCount = m_particleGroup->GetParticleCount();
	const b2Vec2 *positionBuffer = m_particleSystem->GetPositionBuffer();
	int32 leakCount = 0;
	for (int32 i = 0; i < particleCount; i++) {
		b2Vec2 p = positionBuffer[bufferIndex + i];
		if (std::abs(p.x) > WIDTH || std::abs(p.y) > HEIGHT) {
			leakCount++;
		}
	}
	return leakCount;
}
Example #3
0
// Create the world, ground body and the particle system.
void BodyContactTests::SetUp()
{
	// Define the gravity vector.
	const b2Vec2 gravity(0.0f, -10.0f);
	// Construct a world object, which will simulate the contacts.
	m_world = new b2World(gravity);

	// Define the ground body.
	b2BodyDef groundBodyDef;
	groundBodyDef.position.Set(0.0f, 0.0f);

	// 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.
	m_groundBody = m_world->CreateBody(&groundBodyDef);

	// Create the particle system.
	const b2ParticleSystemDef particleSystemDef;
	m_particleSystem = m_world->CreateParticleSystem(&particleSystemDef);
	m_particleDiameter = m_particleSystem->GetRadius() * 2.0f;
}