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); }
// 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; }