Esempio n. 1
0
int PhysBody::RayCast(int x1, int y1, int x2, int y2, float& normal_x, float& normal_y) const
{
	int ret = -1;
	bool hit = true;
	b2RayCastInput input;
	b2RayCastOutput output;
	b2Transform transform = body->GetTransform();
	int32 childIndex = 0;
	b2Vec2 normalVec;

	float maxFraction = 1.0f;
	input.p1.Set(PIXEL_TO_METERS(x1), PIXEL_TO_METERS(y1));
	input.p2.Set(PIXEL_TO_METERS(x2), PIXEL_TO_METERS(y2));
	input.maxFraction = maxFraction;

	
	for (b2Fixture* f = body->GetFixtureList(); f; f = f->GetNext())
	{
		transform = body->GetTransform();
		hit = f->GetShape()->RayCast(&output, input, transform, childIndex);
		if (hit == true)
		{
			b2Vec2 dis = output.fraction * (input.p2 - input.p1);
			ret = METERS_TO_PIXELS(dis.Length());
			normal_x = output.normal.x;
			normal_y = output.normal.y;
		}
	}
	return ret;

/*TODO 2 “Write code to test a ray cast between both points provided.
If not hit return -1. If 	hit, fill normal_x and normal_y and return the 
distance between x1, y1 and it's	colliding point”*/
}
Esempio n. 2
0
int PhysBody::RayCast(int x1, int y1, int x2, int y2, float& normal_x, float& normal_y) const
{
	// TODO 2: Write code to test a ray cast between both points provided. If not hit return -1
	// if hit, fill normal_x and normal_y and return the distance between x1,y1 and it's colliding point
	int hit = -1;
	int distance = -1;

	b2Vec2 p1(PIXEL_TO_METERS(x1), PIXEL_TO_METERS(y1));
	b2Vec2 p2(PIXEL_TO_METERS(x2), PIXEL_TO_METERS(y2));
	b2Vec2 normal(normal_x, normal_y);
	float maxFraction = 1.0f;

	b2RayCastInput input = { p1, p2, maxFraction };
	b2RayCastOutput output;

	b2Fixture* f = body->GetFixtureList();
	for (int i = 0; f; f = f->GetNext(), i++)
	{
		hit = f->GetShape()->RayCast(&output, input, body->GetTransform(), i);
	}

	if (hit)
	{
		b2Vec2 dis = input.p1 + output.fraction*(p2 - p1);
		distance = METERS_TO_PIXELS(dis.LengthSquared());
	}
	//ask ric why we have to return an integer, because the distance won't be precise in pixels
	return distance;
}
Esempio n. 3
0
bool Player::update(float dt)
{
	blitScore();
	blitLifes();

	iPoint pos(0, 0);
	//Ball
	ball->getPosition(pos.x, pos.y);
	app->render->blit(ball->texture, pos.x, pos.y, NULL, 1.0f, ball->getRotation());

	if (!playing && !gameover)
	{
		app->render->blit(intro_tex, 0, 0);
		if (app->input->getMouseButton(SDL_BUTTON_LEFT) == KEY_DOWN)
		{
			app->input->getMousePosition(pos.x, pos.y);
			if (isInside(pos, play_button))
			{
				playing = true;
				app->audio->playMusic("sounds/music/pinball_theme.ogg");
			}
				
		}	
	}

	if (!playing && gameover)
	{
		app->render->blit(gameover_tex, 0, 0);
		if (app->input->getMouseButton(SDL_BUTTON_LEFT) == KEY_DOWN)
		{
			app->input->getMousePosition(pos.x, pos.y);
			if (isInside(pos, replay_button))
			{
				playing = true;
				gameover = false;
				app->audio->playMusic("sounds/music/pinball_theme.ogg");
			}
		}
	}

	if (lifes == 0)
	{
		gameover = true;
		playing = false;
		lifes = 3;
		if (score > hi_score)
			hi_score = score;
		score = 0;
		app->audio->stopMusic();
		app->audio->playFx(loser_sound);
		for (doubleNode<Sensor*> *sensor_item = app->scene->lights_sensors.getFirst(); sensor_item != NULL; sensor_item = sensor_item->next)
			sensor_item->data->collided = false;
	}
	
	if (playing)
	{
		static float push_force = 0.0f;

		if (app->input->getKey(SDL_SCANCODE_DOWN) == KEY_DOWN || app->input->getKey(SDL_SCANCODE_DOWN) == KEY_REPEAT)
		{
			push_force += 175.0f;
			app->scene->propulsor->push(0, push_force);
		}
		else if (app->input->getKey(SDL_SCANCODE_DOWN) == KEY_UP)
		{
			push_force = -500.0f;
			app->scene->propulsor->push(0, push_force);
			app->audio->playFx(launcher_sound);
		}
		else
			push_force = 0.0f;

		if (METERS_TO_PIXELS(ball->body->GetPosition().y) > 532)
		{
			ball->setLinearSpeed(0, 0);
			ball->setPosition(313, 450);
			lifes--;
		}

		if (app->input->getKey(SDL_SCANCODE_LEFT) == KEY_DOWN)
		{
			app->physics->activateLeftFlippers();
			app->audio->playFx(flipper_sound);
		}			

		if (app->input->getKey(SDL_SCANCODE_RIGHT) == KEY_DOWN)
		{
			app->physics->activateRightFlippers();
			app->audio->playFx(flipper_sound);
		}			

		if (app->input->getKey(SDL_SCANCODE_LEFT) == KEY_UP)
			app->physics->deactivateLeftFlippers();

		if (app->input->getKey(SDL_SCANCODE_RIGHT) == KEY_UP)
			app->physics->deactivateRightFlippers();
	}	

	return true;
}
Esempio n. 4
0
void PhysBody::GetPosition(int& x, int &y) const
{
	b2Vec2 pos = body->GetPosition();
	x = METERS_TO_PIXELS(pos.x) - (width);
	y = METERS_TO_PIXELS(pos.y) - (height);
}
Esempio n. 5
0
update_status ModulePhysics::PostUpdate()
{
	if(App->input->GetKey(SDL_SCANCODE_F1) == KEY_DOWN)
		debug = !debug;

	if (!debug){
		return UPDATE_CONTINUE;
	}
	// Bonus code: this will iterate all objects in the world and draw the circles
	// You need to provide your own macro to translate meters to pixels
	for(b2Body* b = world->GetBodyList(); b; b = b->GetNext())
	{
		for(b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext())
		{
			switch(f->GetType())
			{
				// Draw circles ------------------------------------------------
				case b2Shape::e_circle:
				{
					b2CircleShape* shape = (b2CircleShape*)f->GetShape();
					b2Vec2 pos = f->GetBody()->GetPosition();
					App->renderer->DrawCircle(METERS_TO_PIXELS(pos.x), METERS_TO_PIXELS(pos.y), METERS_TO_PIXELS(shape->m_radius), 255, 255, 255);
				}
				break;

				// Draw polygons ------------------------------------------------
				case b2Shape::e_polygon:
				{
					b2PolygonShape* polygonShape = (b2PolygonShape*)f->GetShape();
					int32 count = polygonShape->GetVertexCount();
					b2Vec2 prev, v;

					for(int32 i = 0; i < count; ++i)
					{
						v = b->GetWorldPoint(polygonShape->GetVertex(i));
						if(i > 0)
							App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 255, 100, 100);

						prev = v;
					}

					v = b->GetWorldPoint(polygonShape->GetVertex(0));
					App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 255, 100, 100);
				}
				break;

				// Draw chains contour -------------------------------------------
				case b2Shape::e_chain:
				{
					b2ChainShape* shape = (b2ChainShape*)f->GetShape();
					b2Vec2 prev, v;

					for(int32 i = 0; i < shape->m_count; ++i)
					{
						v = b->GetWorldPoint(shape->m_vertices[i]);
						if(i > 0)
							App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 100, 255, 100);
						prev = v;
					}

					v = b->GetWorldPoint(shape->m_vertices[0]);
					App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 100, 255, 100);
				}
				break;

				// Draw a single segment(edge) ----------------------------------
				
				case b2Shape::e_edge:
				{
					b2EdgeShape* shape = (b2EdgeShape*)f->GetShape();
					b2Vec2 v1, v2;

					v1 = b->GetWorldPoint(shape->m_vertex0);
					v1 = b->GetWorldPoint(shape->m_vertex1);
					App->renderer->DrawLine(METERS_TO_PIXELS(v1.x), METERS_TO_PIXELS(v1.y), METERS_TO_PIXELS(v2.x), METERS_TO_PIXELS(v2.y), 100, 100, 255);
				}
				break;
			}

			// TODO 1: If mouse button 1 is pressed ...
			if (App->input->GetMouseButton(SDL_BUTTON_LEFT) == KEY_DOWN)
			{
				mouse_position.x = PIXEL_TO_METERS(App->input->GetMouseX());
				mouse_position.y = PIXEL_TO_METERS(App->input->GetMouseY());
				b2Vec2 point(mouse_position.x, mouse_position.y);
				// test if the current body contains mouse position
				if (f->TestPoint(point))
				{

					body_clicked = f->GetBody();
					LOG("HAS FET CLICK AL OBJECTE");
					//break;
				}
			}
		}
	}

	// If a body was selected we will attach a mouse joint to it
	// so we can pull it around
	// TODO 2: If a body was selected, create a mouse joint
	// using mouse_joint class property
	if (body_clicked != NULL && App->input->GetMouseButton(SDL_BUTTON_LEFT) == KEY_DOWN)
	{
		mouse_position.x = PIXEL_TO_METERS(App->input->GetMouseX());
		mouse_position.y = PIXEL_TO_METERS(App->input->GetMouseY());

		b2MouseJointDef def;
		def.bodyA = ground;
		def.bodyB = body_clicked;
		def.target = mouse_position;
		def.dampingRatio = 0.5f;
		def.frequencyHz = 2.0f;
		def.maxForce = 100.0f * body_clicked->GetMass();

		mouse_joint = (b2MouseJoint*)world->CreateJoint(&def);

	}

		// TODO 3: If the player keeps pressing the mouse button, update
		// target position and draw a red line between both anchor points
	if (body_clicked != NULL && App->input->GetMouseButton(SDL_BUTTON_LEFT) == KEY_REPEAT)

	{
		mouse_position.x = PIXEL_TO_METERS(App->input->GetMouseX());
		mouse_position.y = PIXEL_TO_METERS(App->input->GetMouseY());
		mouse_joint->SetTarget(mouse_position);
		
		App->renderer->DrawLine(mouse_position.x, mouse_position.y, body_clicked->GetPosition().x, body_clicked->GetPosition().y , 255, 0, 0, false);
			
	}
	// TODO 4: If the player releases the mouse button, destroy the joint
	//if (mouse_joint != NULL && App->input->GetMouseButton())
	if (body_clicked != NULL && App->input->GetMouseButton(SDL_BUTTON_LEFT) == KEY_UP){
		body_clicked = NULL;
		assert(mouse_joint);
		world->DestroyJoint(mouse_joint);
	}
	return UPDATE_CONTINUE;
}
Esempio n. 6
0
update_status ModulePhysics::PostUpdate()
{
	// On space bar press, create a circle on mouse position

	if(App->input->GetKey(SDL_SCANCODE_F1) == KEY_DOWN)
		debug = !debug;

	if(!debug)
		return UPDATE_CONTINUE;

	// Bonus code: this will iterate all objects in the world and draw the circles
	// You need to provide your own macro to translate meters to pixels
	for(b2Body* b = world->GetBodyList(); b; b = b->GetNext())
	{
		for(b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext())
		{
			switch(f->GetType())
			{
				// Draw circles ------------------------------------------------
				case b2Shape::e_circle:
				{
					b2CircleShape* shape = (b2CircleShape*)f->GetShape();
					b2Vec2 pos = f->GetBody()->GetPosition();
					App->renderer->DrawCircle(METERS_TO_PIXELS(pos.x), METERS_TO_PIXELS(pos.y), METERS_TO_PIXELS(shape->m_radius), 255, 255, 255);
				}
				break;

				// Draw polygons ------------------------------------------------
				case b2Shape::e_polygon:
				{
					b2PolygonShape* polygonShape = (b2PolygonShape*)f->GetShape();
					int32 count = polygonShape->GetVertexCount();
					b2Vec2 prev, v;

					for(int32 i = 0; i < count; ++i)
					{
						v = b->GetWorldPoint(polygonShape->GetVertex(i));
						if(i > 0)
							App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 255, 100, 100);

						prev = v;
					}

					v = b->GetWorldPoint(polygonShape->GetVertex(0));
					App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 255, 100, 100);
				}
				break;

				// Draw chains contour -------------------------------------------
				case b2Shape::e_chain:
				{
					b2ChainShape* shape = (b2ChainShape*)f->GetShape();
					b2Vec2 prev, v;

					for(int32 i = 0; i < shape->m_count; ++i)
					{
						v = b->GetWorldPoint(shape->m_vertices[i]);
						if(i > 0)
							App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 100, 255, 100);
						prev = v;
					}

					v = b->GetWorldPoint(shape->m_vertices[0]);
					App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 100, 255, 100);
				}
				break;

				// Draw a single segment(edge) ----------------------------------
				case b2Shape::e_edge:
				{
					b2EdgeShape* shape = (b2EdgeShape*)f->GetShape();
					b2Vec2 v1, v2;

					v1 = b->GetWorldPoint(shape->m_vertex0);
					v1 = b->GetWorldPoint(shape->m_vertex1);
					App->renderer->DrawLine(METERS_TO_PIXELS(v1.x), METERS_TO_PIXELS(v1.y), METERS_TO_PIXELS(v2.x), METERS_TO_PIXELS(v2.y), 100, 100, 255);
				}
				break;
			}
		}
	}

	return UPDATE_CONTINUE;
}
Esempio n. 7
0
update_status ModulePhysics::PostUpdate()
{
	if (App->input->GetKey(SDL_SCANCODE_F1) == KEY_DOWN)
		debug = !debug;

	if (!debug)
		return UPDATE_CONTINUE;

	b2Vec2 mouse_position(0, 0);
	click_body = NULL;

	// Bonus code: this will iterate all objects in the world and draw the circles
	// You need to provide your own macro to translate meters to pixels
	for (b2Body* b = world->GetBodyList(); b; b = b->GetNext())
	{
		for (b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext())
		{
			switch (f->GetType())
			{
				// Draw circles ------------------------------------------------
			case b2Shape::e_circle:
			{
				b2CircleShape* shape = (b2CircleShape*)f->GetShape();
				b2Vec2 pos = f->GetBody()->GetPosition();
				App->renderer->DrawCircle(METERS_TO_PIXELS(pos.x), METERS_TO_PIXELS(pos.y), METERS_TO_PIXELS(shape->m_radius), 255, 255, 255);
			}
			break;

			// Draw polygons ------------------------------------------------
			case b2Shape::e_polygon:
			{
				b2PolygonShape* polygonShape = (b2PolygonShape*)f->GetShape();
				int32 count = polygonShape->GetVertexCount();
				b2Vec2 prev, v;

				for (int32 i = 0; i < count; ++i)
				{
					v = b->GetWorldPoint(polygonShape->GetVertex(i));
					if (i > 0)
						App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 255, 100, 100);

					prev = v;
				}

				v = b->GetWorldPoint(polygonShape->GetVertex(0));
				App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 255, 100, 100);
			}
			break;

			// Draw chains contour -------------------------------------------
			case b2Shape::e_chain:
			{
				b2ChainShape* shape = (b2ChainShape*)f->GetShape();
				b2Vec2 prev, v;

				for (int32 i = 0; i < shape->m_count; ++i)
				{
					v = b->GetWorldPoint(shape->m_vertices[i]);
					if (i > 0)
						App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 100, 255, 100);
					prev = v;
				}

				v = b->GetWorldPoint(shape->m_vertices[0]);
				App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 100, 255, 100);
			}
			break;

			// Draw a single segment(edge) ----------------------------------
			case b2Shape::e_edge:
			{
				b2EdgeShape* shape = (b2EdgeShape*)f->GetShape();
				b2Vec2 v1, v2;

				v1 = b->GetWorldPoint(shape->m_vertex0);
				v1 = b->GetWorldPoint(shape->m_vertex1);
				App->renderer->DrawLine(METERS_TO_PIXELS(v1.x), METERS_TO_PIXELS(v1.y), METERS_TO_PIXELS(v2.x), METERS_TO_PIXELS(v2.y), 100, 100, 255);
			}
			break;
			}

			// MOUSE JOINT	
			if (App->input->GetMouseButton(SDL_BUTTON_LEFT) == KEY_DOWN)
			{
				mouse_position.x = PIXEL_TO_METERS(App->input->GetMouseX());
				mouse_position.y = PIXEL_TO_METERS(App->input->GetMouseY());
				if (f->GetShape()->TestPoint(b->GetTransform(), mouse_position) == true)
				{
					click_body = f->GetBody();
					LOG("body_clicked\n");
				}
			}
		}
	}

	// creation of the joint
	if (click_body != NULL)
	{
		b2MouseJointDef def;
		def.bodyA = ground;
		def.bodyB = click_body;
		def.target = mouse_position;
		def.dampingRatio = 0.5f;
		def.frequencyHz = 20.0f;
		def.maxForce = 100.0f * click_body->GetMass();

		mouse_joint = (b2MouseJoint*)world->CreateJoint(&def);
	}

	if (mouse_joint != NULL && App->input->GetMouseButton(SDL_BUTTON_LEFT) == KEY_REPEAT)
	{
		b2Vec2 posA, posB;
		posA = mouse_joint->GetAnchorA();
		posB.x = PIXEL_TO_METERS(App->input->GetMouseX());
		posB.y = PIXEL_TO_METERS(App->input->GetMouseY());
		mouse_joint->SetTarget(posB);

	}

	if (mouse_joint != NULL && App->input->GetMouseButton(SDL_BUTTON_LEFT) == KEY_UP)
	{
		world->DestroyJoint(mouse_joint);
		mouse_joint = NULL;
	}

	return UPDATE_CONTINUE;
}
Esempio n. 8
0
update_status ModulePhysics::PostUpdate()
{
	// On space bar press, create a circle on mouse position
	if(App->input->GetKey(SDL_SCANCODE_1) == KEY_DOWN)
	{
		CreateCircle(App->input->GetMouseX(), App->input->GetMouseY(), 25);
	}

	if(App->input->GetKey(SDL_SCANCODE_2) == KEY_DOWN)
	{
		CreateBox(75, 3);
	}

	if(App->input->GetKey(SDL_SCANCODE_3) == KEY_DOWN)
	{
		// TODO 3: Create a chain shape using those vertices
		// remember to convert them from pixels to meters!
		
		int points[66] = {
			1, 76,
			29, 62,
			14, 35,
			42, 38,
			41, 0,
			75, 31,
			87, 4,
			94, 40,
			112, 34,
			105, 62,
			116, 66,
			109, 73,
			110, 80,
			109, 85,
			105, 93,
			110, 99,
			103, 104,
			100, 116,
			105, 124,
			99, 131,
			91, 142,
			81, 149,
			72, 149,
			60, 147,
			50, 138,
			45, 133,
			34, 136,
			39, 126,
			23, 124,
			30, 114,
			10, 103,
			27, 91,
			1, 76
		};
		b2Vec2 vs[33];

		for (int i = 0, j = 0; j < 33; i+=2, j++)
			vs[j].Set(PIXEL_TO_METERS(points[i]), PIXEL_TO_METERS(points[i+1]));

		b2BodyDef H;
		H.type = b2_dynamicBody;

		H.position.Set(PIXEL_TO_METERS(App->input->GetMouseX()), PIXEL_TO_METERS(App->input->GetMouseY()));

		b2Body* b3 = world->CreateBody(&H);

		b2ChainShape shape_chain;
		b2FixtureDef fixture_chain;
		fixture_chain.shape = &shape_chain;
		fixture_chain.density = 1.0f;

		shape_chain.CreateLoop(vs, 32);

		b3->CreateFixture(&fixture_chain);
	}

	if(App->input->GetKey(SDL_SCANCODE_F1) == KEY_DOWN)
		debug = !debug;

	if(!debug)
		return UPDATE_CONTINUE;

	// Bonus code: this will iterate all objects in the world and draw the circles
	// You need to provide your own macro to translate meters to pixels
	for(b2Body* b = world->GetBodyList(); b; b = b->GetNext())
	{
		for(b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext())
		{
			switch(f->GetType())
			{
				// Draw circles ------------------------------------------------
				case b2Shape::e_circle:
				{
					b2CircleShape* shape = (b2CircleShape*)f->GetShape();
					b2Vec2 pos = f->GetBody()->GetPosition();
					App->renderer->DrawCircle(METERS_TO_PIXELS(pos.x), METERS_TO_PIXELS(pos.y), METERS_TO_PIXELS(shape->m_radius), 255, 255, 255);
				}
				break;

				// Draw polygons ------------------------------------------------
				case b2Shape::e_polygon:
				{
					b2PolygonShape* polygonShape = (b2PolygonShape*)f->GetShape();
					int32 count = polygonShape->GetVertexCount();
					b2Vec2 prev, v;

					for(int32 i = 0; i < count; ++i)
					{
						v = b->GetWorldPoint(polygonShape->GetVertex(i));
						if(i > 0)
							App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 255, 100, 100);

						prev = v;
					}

					v = b->GetWorldPoint(polygonShape->GetVertex(0));
					App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 255, 100, 100);
				}
				break;

				// Draw chains contour -------------------------------------------
				case b2Shape::e_chain:
				{
					b2ChainShape* shape = (b2ChainShape*)f->GetShape();
					b2Vec2 prev, v;

					for(int32 i = 0; i < shape->m_count; ++i)
					{
						v = b->GetWorldPoint(shape->m_vertices[i]);
						if(i > 0)
							App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 100, 255, 100);
						prev = v;
					}

					v = b->GetWorldPoint(shape->m_vertices[0]);
					App->renderer->DrawLine(METERS_TO_PIXELS(prev.x), METERS_TO_PIXELS(prev.y), METERS_TO_PIXELS(v.x), METERS_TO_PIXELS(v.y), 100, 255, 100);
				}
				break;

				// Draw a single segment(edge) ----------------------------------
				case b2Shape::e_edge:
				{
					b2EdgeShape* shape = (b2EdgeShape*)f->GetShape();
					b2Vec2 v1, v2;

					v1 = b->GetWorldPoint(shape->m_vertex0);
					v1 = b->GetWorldPoint(shape->m_vertex1);
					App->renderer->DrawLine(METERS_TO_PIXELS(v1.x), METERS_TO_PIXELS(v1.y), METERS_TO_PIXELS(v2.x), METERS_TO_PIXELS(v2.y), 100, 100, 255);
				}
				break;
			}
		}
	}

	return UPDATE_CONTINUE;
}