Пример #1
0
// Create a horizontal box fixture attached to the ground body.
b2Fixture* BodyContactTests::CreateGroundBox()
{
	b2Assert(m_groundBody);
	b2PolygonShape shape;
	shape.SetAsBox(10.0f * m_particleDiameter, m_particleDiameter);
	return m_groundBody->CreateFixture(&shape, 0.0f);
}
Пример #2
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;
        }
    }
Пример #3
0
    bool keyDown (int keyCode) {
        if (keyCode == gdx_cpp::Input::Keys::COMMA) {
            if (m_bullet != NULL) {
                world->DestroyBody(m_bullet);
                m_bullet = NULL;
            }

            {
                b2CircleShape * shape = new b2CircleShape();
                shape->m_radius = 0.25f;

                b2FixtureDef fd;
                fd.shape = shape;
                fd.density = 20.0f;
                fd.restitution = 0.05f;

                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.bullet = true;
                bd.position.Set(-31, 5);

                m_bullet = world->CreateBody(&bd);
                m_bullet->CreateFixture(&fd);

                m_bullet->SetLinearVelocity(b2Vec2(400, 0));
            }
        }

        return false;
    }
Пример #4
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Value CreateFixture(b2Body &body, b2Shape &shape)
{
	auto fixture = body.CreateFixture(&shape, 1.0f);
	auto r = new Renderable("color");
	fixture->SetUserData(r);
	return Value((int)fixtures->Add(fixture));
}
Пример #5
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	Pelota(b2World* _world ,RenderWindow *_wnd){
		//guardamos puntero a ventana para dibujar luego
		wnd=_wnd;
		_image= new Image();
		_image->LoadFromFile("pelota.jpg");
		//cargamos el sprite
		_sprite= new Sprite(*_image);

		//definimos el body y lo creamos
		b2BodyDef bodyDef;
		bodyDef.type = b2_dynamicBody;
		bodyDef.position.Set(100.0f, 0.0f);
		_body = _world->CreateBody(&bodyDef);

		//creamos su figura de colisión
		//en este caso suponemos que la figura de
		//colision es una caja cuadrada		
		b2PolygonShape dynamicBox;
		dynamicBox.SetAsBox(20.0f, 20.0f);

		//creamos el fixture, le seteamos 
		//la figura de colision
		//y agregamos el fixture al body
		b2FixtureDef fixtureDef;
		fixtureDef.shape = &dynamicBox;
		fixtureDef.density = 10.0f;
		fixtureDef.friction = 0.3f;
		fixtureDef.restitution=1.0f;
		_body->CreateFixture(&fixtureDef);
	
	}
Пример #6
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	//constructor
	Car(b2World* world){
		b2BodyDef bodyDef;
		bodyDef.type = b2_dynamicBody;
		w_body = world->CreateBody(&bodyDef);


		b2PolygonShape polygonShape;
		polygonShape.SetAsBox(0.5f, 1.25f);
		b2Fixture* fixture = w_body->CreateFixture(&polygonShape, 1);//shape, density
		fixture->SetUserData(new CarTireFUD());

		w_body->SetUserData(this);

		currentTraction = 1;
	}
Пример #7
0
// Create a valley (similar to the Anti-Pointy test in the Testbed) and
// attach to the ground body.
void BodyContactTests::CreateValley()
{
	b2Assert(m_groundBody);
	float32 i;
	const float32 step = 1.0f;
	for (i = -10.0f; i < 10.0f; i+=step)
	{
		b2PolygonShape shape;
		const b2Vec2 vertices[] = {
			b2Vec2(i, -10.0f),
			b2Vec2(i+step, -10.0f),
			b2Vec2(0.0f, 15.0f)
		};
		shape.Set(vertices, B2_ARRAY_SIZE(vertices));
		m_groundBody->CreateFixture(&shape, 0.0f);
	}
	for (i = -10.0f; i < 35.0f; i+=step)
	{
		b2PolygonShape shape;
		const b2Vec2 vertices[] = {
			b2Vec2(-10.0f, i),
			b2Vec2(-10.0f, i+step),
			b2Vec2(0.0f, 15.0f)
		};
		shape.Set(vertices, B2_ARRAY_SIZE(vertices));
		m_groundBody->CreateFixture(&shape, 0.0f);

		const b2Vec2 vertices2[] = {
			b2Vec2(10.0f, i),
			b2Vec2(10.0f, i+step),
			b2Vec2(0.0f, 15.0f)
		};
		shape.Set(vertices2, B2_ARRAY_SIZE(vertices2));
		m_groundBody->CreateFixture(&shape, 0.0f);
	}
}
    Ball(b2World* world, float radius) {
      m_body = NULL;
      m_radius = radius;
      b2BodyDef myBodyDef;
      myBodyDef.type = b2_dynamicBody;
      myBodyDef.position.Set(0, 20);    
      m_body = world->CreateBody(&myBodyDef);
        m_contacting = false;

  
      //add circle fixture
      b2CircleShape circleShape;
      circleShape.m_p.Set(0, 0); 
      circleShape.m_radius = m_radius; //use class variable
      b2FixtureDef myFixtureDef;
      myFixtureDef.shape = &circleShape;
      myFixtureDef.density = 1; 
      m_body->CreateFixture(&myFixtureDef); 
    m_body->SetUserData( this ); 
    }
Пример #9
0
    block(float w,float h,float x,float y,int a, b2World* m_world,int s_d=0, float friction =1.0f,float density=1.0f)
    {

        b2PolygonShape shape;
        shape.SetAsBox(w, h);


        bd.angle = a; //set the starting angle
        bd.position.Set(x, y);
        if(s_d==1)bd.type = b2_dynamicBody;
        if(s_d==0)bd.type = b2_staticBody;
        body = m_world->CreateBody(&bd);
        b2FixtureDef *fd = new b2FixtureDef;
        fd->density = density;
        fd->shape = new b2PolygonShape;
        fd->shape = &shape;
        fd->friction = friction;
        fd->restitution = 0.0f;
        body->CreateFixture(fd);

    }
Пример #10
0
	b2Fixture * operator()(const CollisionPolygonDef & aDef) const
	{
		b2Fixture *fixture = mBody->CreateFixture(&aDef.mFixture);
		fixture->SetUserData(mBody->GetUserData());
		return fixture;
	}
Пример #11
0
Value CreateFixture(VM &vm, b2Body &body, b2Shape &shape) {
	auto fixture = body.CreateFixture(&shape, 1.0f);
    auto po = new PhysicsObject(Renderable("color"), fixture);
	fixture->SetUserData(po);
	return Value(vm.NewResource(po, &physics_type));
}