Exemple #1
0
    void createWorld (b2World& world) {
        m_stepCount = 0;
        m_angularVelocity = 0;
        {          
            b2BodyDef bd;
            bd.position.Set(0, 0);
            b2Body * body = world.CreateBody(&bd);

            b2PolygonShape * shape = new b2PolygonShape();
            shape->SetAsEdge(b2Vec2(-10, 0), b2Vec2(10, 0));
            body->CreateFixture(shape, 0);

            shape->SetAsBox(0.2f, 1.0f, b2Vec2(0.5f, 1.0f), 0);
            body->CreateFixture(shape, 0);
            delete shape;
        }

        {
            b2BodyDef bd;
            bd.type = b2_dynamicBody;
            bd.position.Set(0, 20);

            b2PolygonShape * shape = new b2PolygonShape();
            shape->SetAsBox(2, 0.1f);

            m_body = world.CreateBody(&bd);
            m_body->CreateFixture(shape, 1);

            m_angularVelocity = 33.468121f;
            m_body->SetLinearVelocity(b2Vec2(0, -100));
            m_body->SetAngularVelocity(m_angularVelocity);
            delete shape;
        }
    }
    void createWorld (b2World& world) {
        {
            b2BodyDef bd;
            b2Body * ground = world.CreateBody(&bd);

            b2EdgeShape* shape = new b2EdgeShape();
            shape->Set(b2Vec2(-40, 0), b2Vec2(40, 0));
            ground->CreateFixture(shape, 0.0f);
            delete shape;
        }

        {
            b2CircleShape * shape = new b2CircleShape();
            shape->m_radius = 1;

            b2FixtureDef fd;
            fd.shape = shape;
            fd.density = 1.0f;

            const int length = 7;
            float restitution[length] = {0, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f};
            
            for (int i = 0; i < length; i++) {
                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.position.Set(-10.0f + 3.0f * i, 20.0f);

                b2Body * body = world.CreateBody(&bd);
                fd.restitution = restitution[i];
                body->CreateFixture(&fd);
            }

            delete shape;
        }
    }
Exemple #3
0
void ReleaseNormalKeyInput (unsigned char key, int x, int y)
{
   printf (" input %d\n", key );
   switch (key)
   {
      case 'w':
         break;
      case 'f':

         break;
      case 'a':

         break;
      case 'r':
         for ( b2Body * b = myWorld.GetBodyList (); b; b = b->GetNext () )
         {
            myWorld.DestroyBody (b);
         }
         delete agent;

         agent = new Agent (myWorld);
         readFile ("map.txt");
         break;

      case '1':
         break;
      default:
         break;
   }
}
    void createWorld (b2World& world) {
        {
            b2BodyDef bd;
            b2Body * ground = world.CreateBody(&bd);

            b2EdgeShape* shape = new b2EdgeShape();
            shape->Set(b2Vec2(-40, 0), b2Vec2(40, 0));
            ground->CreateFixture(shape, 0);
            delete shape;
        }

        {
            b2CircleShape * shape = new b2CircleShape();
            shape->m_radius = 1.0f;

            for (int i = 0; i < e_count; i++) {
                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.position.Set(0, 4.0f + 3.0f * i);
                b2Body * body = world.CreateBody(&bd);
                body->CreateFixture(shape, 1.0f);
            }

            delete shape;
        }
    }
void
ConfinementTests::SetUp()
{
	// Define the gravity vector.
	b2Vec2 gravity(0.0f, -10.0f);

	// Construct a world object, which will hold and simulate the rigid bodies.
	m_world = new b2World(gravity);

	// Create the ground body
	const b2BodyDef groundBodyDef;
	m_groundBody = m_world->CreateBody(&groundBodyDef);

	// Create the particle system
	b2ParticleSystemDef particleSystemDef;
	particleSystemDef.radius = 0.01f;
	m_particleSystem = m_world->CreateParticleSystem(&particleSystemDef);

	// Create particles
	b2ParticleGroupDef particleDef;
	b2PolygonShape particleShape;
	particleShape.SetAsBox(WIDTH, HEIGHT);
	particleDef.shape = &particleShape;
	m_particleGroup = m_particleSystem->CreateParticleGroup(particleDef);
}
void addStaticShapes(b2World& world)
{

	ShapeFactory factory { constants::RENDER_SCALE };
	// Add the nondestructible screen edges
	std::vector<b2Vec2> boundaryPoints =
	{ b2Vec2{ 0.0f, 0.0f }, b2Vec2{ 0.0f, screenHeight },
	b2Vec2{ screenWidth, screenHeight }, b2Vec2{ screenWidth, 0.0f } };
	auto boundaryShape = factory.chain(boundaryPoints.data(), boundaryPoints.size());

	b2BodyDef boundaryDef;
	b2Body* boundaryBody = world.CreateBody(&boundaryDef);
	auto boundaryFixture = boundaryBody->CreateFixture(boundaryShape.get(), 0.0f);
	auto filter = boundaryFixture->GetFilterData();
	filter.categoryBits = Shape::normal;
	boundaryFixture->SetFilterData(filter);

	// Add a destructible polygon
	std::vector<b2Vec2> polygonPoints =
	{ b2Vec2{ screenWidth * 0.1f, screenHeight * 0.4f },
	b2Vec2{ screenWidth * 0.1f, screenHeight * 0.95f },
	b2Vec2{ screenWidth * 0.9f, screenHeight * 0.95f },
	b2Vec2{ screenWidth * 0.9f, screenHeight * 0.7f },
	b2Vec2{ screenWidth * 0.4f, screenHeight * 0.4f } };

	auto polygonShape = factory.chain(polygonPoints.data(), polygonPoints.size());
	b2BodyDef polygonDef;
	b2Body* polygonBody = world.CreateBody(&polygonDef);
	auto polygonFixture = polygonBody->CreateFixture(polygonShape.get(), 0.0f);
	filter.categoryBits = Shape::destructible;
	polygonFixture->SetFilterData(filter);
}
void step(b2World& world, float dt)
{
	const int maxSteps = 20;
	const float fixedDt = 1.0f / 60.f;
	const float minDt = fixedDt / 10.f;
	int stepsPerformed = 0;
	float frameTime = dt;

	while (frameTime > 0.0f && stepsPerformed < maxSteps)
	{
		float delta = (std::min)(frameTime, fixedDt);
		frameTime -= delta;
		if (frameTime < minDt)
		{
			delta += frameTime;
			frameTime = 0.0f;
		}
		const int velocityIterations = 8;
		const int positionIterations = 3;
		world.Step(delta, velocityIterations, positionIterations);

	}

	world.ClearForces();
}
Exemple #8
0
// Destroy all particles in the system, drop a particle onto the fixture and
// keep track of the number of contacts with the fixture in addition to the
// stuck particle candiates.
void BodyContactTests::DropParticle()
{
	// Reset counters.
	m_contacts = 0;
	m_stuck = 0;
	DestroyAllParticles();

	const float32 timeStep = 1.0f / 60.0f;
	const int32 timeout = (int32)(1.0f / timeStep) * 10; // 10 "seconds"
	const int32 velocityIterations = 6;
	const int32 positionIterations = 2;

	// Step once to eliminate particles.
	m_world->Step(timeStep, velocityIterations, positionIterations);

	b2ParticleDef pd;
	pd.position.Set(0.0f, 33.0f);
	pd.velocity.Set(0.0f, -1.0f);
	m_particleSystem->CreateParticle(pd);

	for (int32 i = 0; i < timeout; ++i)
	{
		m_world->Step(timeStep, velocityIterations, positionIterations);
		m_contacts += m_particleSystem->GetBodyContactCount();
		int32 stuck = m_particleSystem->GetStuckCandidateCount();
		if (stuck)
		{
			m_stuck += stuck;
			// Should always be particle 0.
			EXPECT_EQ(*(m_particleSystem->GetStuckCandidates()), 0);
		}
	}
}
void processRemoval(b2Vec2 removalPosition, float removalRadius, b2World& world, bool simplifyGeometry)
{
	auto foundBodies = queryDestructibleBodies(removalPosition, removalRadius, world);
	auto batch = matchBodiesToRings(foundBodies.begin(), foundBodies.end());

	// Partition the shapes by area, so that elements to be processed are at the beginning
	auto borderIt = std::partition(batch.begin(), batch.end(), [](const match_t& m) {
		const double areaEpsilon = 0.02;
		return bg::area(m.second) > areaEpsilon;
	});

	// Remove small shapes
	std::for_each(borderIt, batch.end(), [&](const match_t& m) {
		world.DestroyBody(m.first);
	});

	// Subtract the input polygon from each shape returned from the query
	ring_t diff = makeConvexRing(removalPosition, removalRadius, 16);
	boost::geometry::correct(diff);

	typedef std::pair<std::unique_ptr<b2ChainShape>, b2Filter> shape_property_t;
	std::vector<shape_property_t> resultShapes;
	std::for_each(batch.begin(), borderIt, [&](const match_t& m) {
		auto subtractionResult = subtract(m.second, diff);
		// Simplify the results
		if (simplifyGeometry)
		{
			simplify(subtractionResult);
		}
		
		// Convert the rings to b2ChainShapes and add to result shapes
		auto converted = convertGeometry(subtractionResult);

		auto moveBegin = std::make_move_iterator(converted.begin());
		auto moveEnd = std::make_move_iterator(converted.end());
		std::transform(moveBegin, moveEnd, std::back_inserter(resultShapes),
			[&](std::unique_ptr<b2ChainShape> converted) {
			auto filter = m.first->GetFixtureList()->GetFilterData();
			return std::make_pair(std::move(converted), filter);
		});
		
		if (!subtractionResult.empty())
		{
			world.DestroyBody(m.first);
		}
	});

	for (auto&& s : resultShapes)
	{
		b2BodyDef bd;
		b2Body* body = world.CreateBody(&bd);
		auto fixture = body->CreateFixture(s.first.get(), 0.0f);
		fixture->SetFilterData(s.second);
	}
}
Exemple #10
0
	void createEntity(tmx::MapObject mapObject, b2World& box2dWorld, anax::World& anaxWorld) {
		b2Vec2 statingPosition = tmx::SfToBoxVec(mapObject.GetPosition());
		b2Vec2 endPosition = tmx::SfToBoxVec(sf::Vector2f(mapObject.GetPosition().x + mapObject.GetAABB().width, mapObject.GetPosition().y));

		b2Body* firstBodyToJoinWith = createStartingBody(statingPosition, box2dWorld);
		b2Body* prevBody = firstBodyToJoinWith;
		{
			b2PolygonShape shape;
			shape.SetAsBox(0.5f, 0.125f);

			b2FixtureDef fd  = getRopeFixture(shape);

			b2RevoluteJointDef jd;
			jd.collideConnected = false;

			const int32 N = ceilf((mapObject.GetAABB().width / 30) / (1.0f )) + 1;

			for (int32 xVal = 1; xVal < N; ++xVal) {
				b2BodyDef bd;
				bd.type = b2_dynamicBody;
				bd.position.Set(statingPosition.x + xVal , statingPosition.y );
				if (xVal == N - 1) {
					bd.type = b2_staticBody;
					shape.SetAsBox(0.1f, 0.1f);
					fd.density = 1.0f;
					bd.position.Set(endPosition.x, endPosition.y);
				}

				b2Body* body = box2dWorld.CreateBody(&bd);
				body->CreateFixture(&fd);

				auto objectEntity = anaxWorld.createEntity();
				auto& texCoordsComp = objectEntity.addComponent<Texcoords>();
				auto& physComp = objectEntity.addComponent<PhysicsComponent>();
				auto& splitDirectionComp = objectEntity.addComponent<SplitDirectionComponent>();
				auto& breakableJointComp = objectEntity.addComponent<BreakableJointComponent>();
				breakableJointComp.maxWeight = 1 ;


				b2Vec2 anchor( statingPosition.x + xVal  , statingPosition.y );
				jd.Initialize(prevBody, body, anchor);
				box2dWorld.CreateJoint(&jd);

				physComp.physicsBody = body;

				objectEntity.activate();
				prevBody = body;
			}

		}



	}
void Box2DDebugRenderer::renderBodies ( b2World& world) {
    renderer.begin(ShapeRenderer::ShapeType::Line);

    if (mDrawBodies || mDrawAABBs) {        
        for (b2Body * body = world.GetBodyList(); body; body = body->GetNext())  {
            
            const b2Transform& transform = body->GetTransform();
            for (b2Fixture* fixture = body->GetFixtureList(); fixture; fixture = fixture->GetNext()) {
                if (mDrawBodies) {
                    if (body->IsActive() == false)
                        drawShape(*fixture, transform, SHAPE_NOT_ACTIVE);
                    else if (body->GetType() == b2_staticBody)
                        drawShape(*fixture, transform, SHAPE_STATIC);
                    else if (body->GetType() == b2_kinematicBody)
                        drawShape(*fixture, transform, SHAPE_KINEMATIC);
                    else if (body->IsAwake() == false)
                        drawShape(*fixture, transform, SHAPE_NOT_AWAKE);
                    else
                        drawShape(*fixture, transform, SHAPE_AWAKE);
                }

                if (mDrawAABBs) {
                    drawAABB(*fixture, transform);
                }
            }
        }
    }

    if (mDrawJoints) {
        for (b2Joint* joint = world.GetJointList(); joint; joint= joint->GetNext())
        {
            drawJoint(*joint);            
        }
    }
    
    renderer.end();

    if (gl10 != NULL) {
        gl10->glPointSize(3);
    }
    
    renderer.begin(ShapeRenderer::ShapeType::Point);

    for (b2Contact* contact = world.GetContactList(); contact; contact = contact->GetNext()) {
        drawContact(*contact);
    }
    renderer.end();
    
    if (gl10 != NULL) {
        gl10->glPointSize(1);
    }
}
Exemple #12
0
GravityChanger::GravityChanger(b2World& world, float x, float y, bool flipped) : GameObject(world, x, y, "GravityChanger", new GravityChangerDrawable(x,y)), flipped(flipped) {
	b2BodyDef bodyDef;
	bodyDef.position.Set(x,y);
	b2Body* body_ptr=world.CreateBody(&bodyDef);
	b2PolygonShape shape1;
	shape1.SetAsBox(1.0f, 0.5f);
	check1=body_ptr->CreateFixture(&shape1,0.0f);
	b2PolygonShape shape2;
	shape2.SetAsBox(0.4f, 1.0f, b2Vec2(-1,-0.5f), 0);
	b2PolygonShape shape3;
	shape3.SetAsBox(0.4f, 1.0f, b2Vec2(1,-0.5f), 0);
	body_ptr->CreateFixture(&shape2,0);
	body_ptr->CreateFixture(&shape3,0);
	bodies.push_back(PhysBody(body_ptr, body_ptr->GetPosition(), body_ptr->GetAngle()));

	


	b2BodyDef bodyDef2;
	bodyDef2.position.Set(x,y-1.5f);
	bodyDef2.type = b2_dynamicBody;
	b2Body* button_ptr=world.CreateBody(&bodyDef2);
	button_ptr->SetGravityScale(0);
	b2PolygonShape buttonshape;
	buttonshape.SetAsBox(0.5f,0.5f);
	check2=button_ptr->CreateFixture(&buttonshape, 0);
	button_ptr->SetUserData(this);
	bodies.push_back(PhysBody(button_ptr, button_ptr->GetPosition(), button_ptr->GetAngle()));

	b2PrismaticJointDef prismDef;
	prismDef.bodyA = body_ptr;
	prismDef.localAnchorA = b2Vec2(0,-1);
	prismDef.bodyB = button_ptr;
	prismDef.localAnchorB = b2Vec2(0,0);
	prismDef.localAxisA = b2Vec2(0,1);
	prismDef.upperTranslation =1;
	prismDef.lowerTranslation =-0.5f;
	prismDef.enableLimit=true;
	prismDef.collideConnected=true;
	prismDef.enableMotor = true;
	prismDef.maxMotorForce=25;
	prismDef.motorSpeed=-3;
	world.CreateJoint(&prismDef);
	if (flipped) {
		bodies[0].body_ptr->SetTransform(bodies[0].original_pos-b2Vec2(0,1.5f), 3.14159);
		bodies[0].original_pos=bodies[0].body_ptr->GetTransform().p;
		bodies[0].original_rot=3.14159;

		bodies[1].body_ptr->SetTransform(bodies[1].original_pos+b2Vec2(0,1.5f), bodies[1].original_rot);
		bodies[1].original_pos=bodies[1].body_ptr->GetTransform().p;
	}
}
Exemple #13
0
void Box2DRenderer::render (Graphics& g, b2World& world,
                            float left, float top, float right, float bottom,
                            const Rectangle<float>& target)
{
    graphics = &g;

    g.addTransform (AffineTransform::fromTargetPoints (left,  top,    target.getX(),     target.getY(),
                                                       right, top,    target.getRight(), target.getY(),
                                                       left,  bottom, target.getX(),     target.getBottom()));

    world.SetDebugDraw (this);
    world.DrawDebugData();
}
Exemple #14
0
void FlipperRight::create(b2World& World, int MouseX, int MouseY)
{
    //FLIPPER
    vertices[0].Set(0, -0.1);
    vertices[1].Set(-2, 0);
    vertices[2].Set(-2, 0.25);
    vertices[3].Set(0, 0.35);

    BodyDef.position = b2Vec2(MouseX/SCALE, MouseY/SCALE);
    BodyDef.type = b2_dynamicBody;
    Body = World.CreateBody(&BodyDef);
    Shape.Set(vertices, 4);
    FixtureDef.shape = &Shape;
    FixtureDef.density = 1.f;
    Body->CreateFixture(&FixtureDef);


    polygon.setPointCount(4);
    polygon.setPoint(0, sf::Vector2f( 0*SCALE,  -0.1*SCALE));
    polygon.setPoint(1, sf::Vector2f( -2*SCALE,  0*SCALE));
    polygon.setPoint(2, sf::Vector2f( -2*SCALE,  0.25*SCALE));
    polygon.setPoint(3, sf::Vector2f( 0*SCALE,  0.35*SCALE));
    polygon.setFillColor(sf::Color(0,206,209));

    //WALL
    BodyDef2.position = b2Vec2((MouseX+42)/SCALE, (MouseY-15)/SCALE);
    BodyDef2.type = b2_staticBody;
    Body2 = World.CreateBody(&BodyDef2);
    Shape2.SetAsBox((90/2)/SCALE, (10/2)/SCALE);
    FixtureDef2.density = 1.f;
    FixtureDef2.shape = &Shape2;
    Body2->CreateFixture(&FixtureDef2);
    Body2->SetTransform(Body2->GetPosition(), -0.4);

    rect.setSize(sf::Vector2f(90, 10));
    rect.setOrigin(90/2, 10/2);
    rect.setFillColor(sf::Color(0,206,209));

    //JOIN
    jointDef.Initialize(Body, Body2, b2Vec2(MouseX/SCALE,MouseY/SCALE));
    jointDef.lowerAngle = -0.12f * b2_pi;
    jointDef.upperAngle = 0.12f * b2_pi;
    jointDef.enableLimit = true;
    jointDef.maxMotorTorque = 150.0f;
    jointDef.motorSpeed = 2.f;
    jointDef.collideConnected = false;
    jointDef.enableMotor = true;

    joint = (b2RevoluteJoint*)World.CreateJoint(&jointDef);

}
void RevoluteJoint::Create(b2World &world,
                           const BasicShape &joinedBody1,
                           const BasicShape &joinedBody2,
                           const b2Vec2 &anchor1,
                           const b2Vec2 &anchor2,
                           const bool collideConnected,
                           const float lowerAngle,
                           const float upperAngle,
                           const bool enableLimit,
                           const float maxMotorTorque,
                           const float motorSpeed,
                           const bool enableMotor,
                           const float referenceAngle)
{
    b_ptrJoinedBody1 = const_cast<b2Body*>(joinedBody1.GetBody());
    b_ptrJoinedBody2 = const_cast<b2Body*>(joinedBody2.GetBody());

    //b2RevoluteJointDef revoluteJointDefinition;
    _revoluteJointDefinition.bodyA = b_ptrJoinedBody1;
    _revoluteJointDefinition.bodyB = b_ptrJoinedBody2;
    _revoluteJointDefinition.localAnchorA = anchor1;
    _revoluteJointDefinition.localAnchorB = anchor2;
    _revoluteJointDefinition.collideConnected = collideConnected;
    _revoluteJointDefinition.lowerAngle = lowerAngle;
    _revoluteJointDefinition.upperAngle = upperAngle;
    _revoluteJointDefinition.enableLimit = enableLimit;
    _revoluteJointDefinition.maxMotorTorque = maxMotorTorque;
    _revoluteJointDefinition.motorSpeed = motorSpeed;
    _revoluteJointDefinition.enableMotor = enableMotor;
    _revoluteJointDefinition.referenceAngle = referenceAngle;

    b_ptrJoint = world.CreateJoint(&_revoluteJointDefinition);
}
FixtureShape::FixtureShape(b2World & world, b2Vec2 initialPos, b2Vec2 size,
                           unsigned ySize, float PPM, sf::Color color)
: Shape(world, initialPos, ySize, PPM)
{
    mShape = std::unique_ptr<sf::RectangleShape>(new sf::RectangleShape(sf::Vector2f(size.x,size.y)));
    mShape->setFillColor(color);
    mShape->setOrigin(size.x/2.f, size.y/2.f);
    world.DestroyBody(mBody);
    mBodyDef.type = b2_staticBody;
    mBody = world.CreateBody(&mBodyDef);
    mBodyShape = std::unique_ptr<b2PolygonShape>(new b2PolygonShape());
    static_cast<b2PolygonShape*>(mBodyShape.get())->SetAsBox(size.x/(2*mPPM),
                                                             size.y/(2*mPPM));
    setBodyFix(0.3f, 0.5f, 0.25f);
    update();
}
Exemple #17
0
    void display_world(b2World& world,sf::RenderWindow& render)
    {
        world.Step(1.0/60,int32(8),int32(3));

        render.clear();

        for (b2Body* body=world.GetBodyList(); body!=nullptr; body=body->GetNext())
        {   
            sf::Shape* shape = static_cast<sf::Shape*>(body->GetUserData());
            shape->setPosition(converter::meters_to_pixels(body->GetPosition().x),converter::meters_to_pixels(body->GetPosition().y));
            shape->setRotation(converter::rad_to_deg<double>(body->GetAngle()));
            render.draw(*shape);
        }

        render.display();
    }
Exemple #18
0
Object::Object(sf::Vector2f s, sf::Color c, b2World& w, sf::Vector2f p)
{

	objectType t = player;
	m_type = t;

	n++;

	shape.setSize(s);
	shape.setOrigin(s.x/2, s.y/2);

	shape.setFillColor(c);

	bodyDef.type = b2_dynamicBody;

	if(p.x == 0)
		bodyDef.position.Set(toB2(300), -toB2(300.0f/30-n*5));
	else
		bodyDef.position.Set(toB2(p.x), -toB2(p.y));

	dynamicBody.SetAsBox(toB2(10.0f), toB2(10.0f));

	fixtureDef.shape = &dynamicBody;
	fixtureDef.density = 0.3f;
	fixtureDef.friction = 0.5f;

	body = w.CreateBody(&bodyDef);
	body->CreateFixture(&fixtureDef);

	hitbox.setSize(shape.getSize());
	hitbox.setOutlineColor(sf::Color::Red);
	hitbox.setPosition(shape.getPosition());
	hitbox.setOutlineThickness(1);
}
void Box2dApp::update()
{
    for( int i = 0; i < 10; ++i ){
        mWorld->Step( 1 / 30.0f, 10, 10 );
    }
    for( list<box1*>::iterator boxIt = mBoxes.begin(); boxIt != mBoxes.end(); ) {
        if((*boxIt)->isDead()){
        ps.push_back(new particleSystem(200,(*boxIt)->getPosition(), (*boxIt)->getAngle()));
        boxIt = mBoxes.erase(boxIt);
     }else {
        (*boxIt)->update();
        ++boxIt;
     }
    }
    for( list<particleSystem*>::iterator psIt = ps.begin(); psIt != ps.end();) {
        if((*psIt)->isDead() == true){
            psIt = ps.erase(psIt);}
                else{
                    (*psIt)->update();
                    ++psIt;
            }

    }
   
}
Exemple #20
0
void Circle::make(b2World& w) {
	// shape
	b2CircleShape circle;
	circle.m_radius = PIXELS_TO_METERS(radius);
	
	
	// body
	if(!body_type_set) {
		if(density == 0.0f) {
			body_def.type = b2_staticBody;
		}
		else {
			body_def.type = b2_dynamicBody;
		}
	}
	body = w.CreateBody(&body_def);
	
	// fixture
	fixture_def.shape = &circle;
	fixture_def.density = density;
	fixture_def.friction = friction;
	fixture_def.restitution = restitution;
	body->CreateFixture(&fixture_def);
//	body->CreateFixture(&circle, 10);

}
void Ex58AdvancedCollisionsApp::update() {
    if ( Rand::randInt( 100 ) == 90 ) {
        squares.push_back( new Square( world, Vec2f( Rand::randFloat( getWindowWidth() ), -10.0f ), 0.0f, 10.0f ) );
    }
    if ( Rand::randInt( 100 ) == 90 ) {
    circles.push_back( new Circle( world, Vec2f( Rand::randFloat( getWindowWidth() ), -10.0f ), 0.0f, 10.0f ) );
    }
    if ( Rand::randInt( 100 ) == 90 ) {
    triangles.push_back( new Triugolnik( world, Vec2f( Rand::randFloat( getWindowWidth() ), -10.0f ), 0.0f, 10.0f ) );
    }
    
    world->Step( timeStep, velocityIterations, positionIterations );
    
    for ( auto& s : squares ) {
        s->update();
    }
    
    for ( auto& t : triangles ) {
        t->update();
    }
    
    for ( auto& c : circles ) {
        c->update();
    }
    
}
void box2d_basicApp::setup()
{
	b2Vec2 gravity( 0.0f, 5.0f );
	mWorld = new b2World( gravity );

	b2BodyDef groundBodyDef;
	groundBodyDef.position.Set( 0.0f, getWindowHeight() );
	b2Body* groundBody = mWorld->CreateBody(&groundBodyDef);

	// Define the ground box shape.
	b2PolygonShape groundBox;

	// The extents are the half-widths of the box.
	groundBox.SetAsBox( getWindowWidth(), 10.0f );

	// Add the ground fixture to the ground body.
	groundBody->CreateFixture(&groundBox, 0.0f);

	//auto ctx = audio::Context::master();
	//auto sourceFile = /*, ctx->getSampleRate()*/);//(app::loadResource("1.wav"));
//audio::BufferRef buffer = sourceFile->loadBuffer();
//    mBufferPlayerNode = ctx->makeNode( new audio::BufferPlayerNode( buffer ) );
//    // add a Gain to reduce the volume
//    mGain = ctx->makeNode( new audio::GainNode( 0.5f ) );
//    // connect and enable the Context
//    mBufferPlayerNode >> mGain >> ctx->getOutput();
//    ctx->enable();

	//float volume = 1.0f - (float)event.getPos().y / (float)getWindowHeight();
	//float pan = (float)event.getPos().x / (float)getWindowWidth();
	//mVoice->setVolume( volume );
	//mVoice->setPan( pan );

	new_game();
}
Exemple #23
0
void Enemy::Initialize(b2World& world, b2Vec2 position) {
	bodyDef.position = position;
	bodyDef.type = b2_dynamicBody;
	bodyDef.fixedRotation = true;
	body = world.CreateBody(&bodyDef);

	Convert convert;
	b2Vec2 vs0, vs1, vs2, vs3;

	b2Vec2* vs = new b2Vec2[4];
	vs0 = convert.CoordPixelsToWorld(0, 50, 50.0f, 50.0f);
	vs1 = convert.CoordPixelsToWorld(0, 0, 50.0f, 50.0f);
	vs2 = convert.CoordPixelsToWorld(50, 0, 50.0f, 50.0f);
	vs3 = convert.CoordPixelsToWorld(50, 50, 50.0f, 50.0f);
	vs[0].Set(vs0.x, vs0.y);
	vs[1].Set(vs1.x, vs1.y);
	vs[2].Set(vs2.x, vs2.y);
	vs[3].Set(vs3.x, vs3.y);
	shape.Set(vs, 4);
	delete vs;

	fixtureDef.density = 1.0f;
	fixtureDef.friction = 0.0f;
	fixtureDef.shape = &shape;
	body->CreateFixture(&fixtureDef);

	b2Fixture* enemySensorFixture = body->CreateFixture(&fixtureDef);
	ContactUserData* cud = new ContactUserData();
	cud->type = ContactUserData::Type::ENEMY;
	cud->data = this;
	enemySensorFixture->SetUserData(cud);
}
Exemple #24
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void Rectangle::make(b2World& w) {

	// shape
	b2PolygonShape shape;
	shape.SetAsBox(PIXELS_TO_METERS(hw),PIXELS_TO_METERS(hh));
	
	// body
	if(!body_type_set) {
		if(density == 0.0f) {
			body_def.type = b2_staticBody;
			printf("Creating static rect.\n");
		}
		else {
			body_def.type = b2_dynamicBody;
		}
	}

	body_def.position.Set(PIXELS_TO_METERS(x+hw), PIXELS_TO_METERS(y+hh));
	body = w.CreateBody(&body_def);

	// fixture
	fixture_def.shape = &shape;
	fixture_def.density = density;
	fixture_def.friction = friction;
	fixture_def.restitution = restitution;
	body->CreateFixture(&shape, 0.0f);
}
Exemple #25
0
DynamicBox::DynamicBox(std::string name, float x, float y, float rotation, b2World& world) : Collidable(name)
{
    std::ifstream file(name.c_str());
    float density;
    float friction;
    std::string fileName;
    file >> fileName >> density >> friction;


    sprite.setTexture(rm->getTexture(fileName));
    float width = sprite.getGlobalBounds().width;
    float height = sprite.getGlobalBounds().height;

    sprite.setPosition(x, y);
    sprite.setOrigin(width/2.f, height/2.f);

    DEF.position.Set((x+width/2.f)/PPM, (y+height/2.f)/PPM);
    DEF.type = b2_dynamicBody;
    DEF.angle = rotation;
    DEF.linearDamping = 0.5f;

    SHAPE.SetAsBox(width/2.f/PPM, height/2.f/PPM);

    body = world.CreateBody(&DEF);

    FIX.shape = &SHAPE;
    FIX.density = density;
    FIX.friction = friction;
    //FIX.linearDamping = .2;
    FIX.restitution = 0.0;

    body->CreateFixture(&FIX);
    body->SetUserData(this);
}
  bool maybeCreateJoint( b2World& world, Stroke* other )
  {
    if ( (m_attributes&ATTRIB_CLASSBITS)
	 != (other->m_attributes&ATTRIB_CLASSBITS) ) {
      return false; // can only joint matching classes
    } else if ( hasAttribute(ATTRIB_GROUND) ) {
      return true; // no point jointing grounds
    } else if ( m_body && other->body() ) {
      transform();
      int n = m_xformedPath.numPoints();
      for ( int end=0; end<2; end++ ) {
	if ( !m_jointed[end] ) {
	  const Vec2& p = m_xformedPath.point( end ? n-1 : 0 );
	  if ( other->distanceTo( p ) <= JOINT_TOLERANCE ) {
	    //printf("jointed end %d d=%f\n",end,other->distanceTo( p ));
	    b2Vec2 pw = p;
	    pw *= 1.0f/PIXELS_PER_METREf;
	    JointDef j( m_body, other->m_body, pw );
	    world.CreateJoint( &j );
	    m_jointed[end] = true;
	  }
	}
      }
    }
    if ( m_body ) {
      return m_jointed[0] && m_jointed[1];
    }
    return true; ///nothing to do
  }
  void createBodies( b2World& world )
  {
    process();
    if ( hasAttribute( ATTRIB_DECOR ) ){
      return; //decorators have no physical embodiment
    }
    int n = m_shapePath.numPoints();
    if ( n > 1 ) {
      b2BodyDef bodyDef;
      bodyDef.position = m_origin;
      bodyDef.position *= 1.0f/PIXELS_PER_METREf;
      bodyDef.userData = this;
      if ( m_attributes & ATTRIB_SLEEPING ) {
	bodyDef.isSleeping = true;
      }
      m_body = world.CreateBody( &bodyDef );
      for ( int i=1; i<n; i++ ) {
	BoxDef boxDef;
	boxDef.init( m_shapePath.point(i-1),
		     m_shapePath.point(i),
		     m_attributes );
	m_body->CreateShape( &boxDef );
      }
      m_body->SetMassFromShapes();

    }
    transform();
  }
void JointPlatform::SetWorld(b2World & world)
{
	
	_pBody = world.CreateBody(&_bodyDef);
	_pBody->CreateFixture(&_fixtureDef);

	_pJointBody = world.CreateBody(&_jointBodyDef);
	_pJointBody->CreateFixture( &_jointFixtureDef);

	_jointDef.bodyA = _pBody;
	_jointDef.bodyB = _pJointBody; 
	_jointDef.localAnchorA = _pBody->GetLocalCenter() ;
	_jointDef.localAnchorB = _pJointBody->GetLocalCenter();

	_pJoint = (b2RevoluteJoint *)world.CreateJoint(&_jointDef);
}
Exemple #29
0
Rope::Rope(b2World& aWorld, float aX, float aY) :
		myWorld(aWorld) {
	b2Body* lastBody;
	for (int i = 0; i < 10; i++) {
		float ROPE_LENGTH = 0.2;
		float ROPE_WIDTH = 0.01;

		b2BodyDef dropboxDef2;
		dropboxDef2.position = b2Vec2(aX, aY + i * ROPE_LENGTH);
		dropboxDef2.linearDamping = 0.8f;
		//dropboxDef.angle = 0.2;

		if (i != 0) {
			dropboxDef2.type = b2_dynamicBody;
		}

		b2PolygonShape dropboxShape2;

		dropboxShape2.SetAsBox(ROPE_WIDTH / 2, ROPE_LENGTH / 2);

		b2Body* body2 = aWorld.CreateBody(&dropboxDef2);
		body2->CreateFixture(&dropboxShape2, 0.05f)->SetUserData(
				(UserData*) this);

		if (i != 0) {
			b2RevoluteJointDef jointDef;
			b2Vec2 anchor = (lastBody->GetPosition() + body2->GetPosition());
			anchor *= 0.5;
			jointDef.Initialize(lastBody, body2, anchor);
			jointDef.collideConnected = false;
			jointDef.enableLimit = true;
			jointDef.upperAngle = 0.8;
			jointDef.lowerAngle = -0.8;

			b2RevoluteJoint* joint = (b2RevoluteJoint*) aWorld.CreateJoint(
					&jointDef);

			myJoints.push_back(joint);
		}

		myParts.push_back(body2);

		lastBody = body2;
	}

	mySprite.LoadTGA("data/rope.tga");
}
void Box2dApp::setup()
{
    b2Vec2 gravity( 0.0f,0.1f );
	mWorld = new b2World( gravity );
    mWorld->SetContactListener(&myContactListenerInstance);
    mGround = ground(mWorld);
    
}