| /* | |
| * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org | |
| * | |
| * This software is provided 'as-is', without any express or implied | |
| * warranty. In no event will the authors be held liable for any damages | |
| * arising from the use of this software. | |
| * Permission is granted to anyone to use this software for any purpose, | |
| * including commercial applications, and to alter it and redistribute it | |
| * freely, subject to the following restrictions: | |
| * 1. The origin of this software must not be misrepresented; you must not | |
| * claim that you wrote the original software. If you use this software | |
| * in a product, an acknowledgment in the product documentation would be | |
| * appreciated but is not required. | |
| * 2. Altered source versions must be plainly marked as such, and must not be | |
| * misrepresented as being the original software. | |
| * 3. This notice may not be removed or altered from any source distribution. | |
| */ | |
| #ifndef RAY_CAST_H | |
| #define RAY_CAST_H | |
| // This test demonstrates how to use the world ray-cast feature. | |
| // NOTE: we are intentionally filtering one of the polygons, therefore | |
| // the ray will always miss one type of polygon. | |
| // This callback finds the closest hit. Polygon 0 is filtered. | |
| class RayCastClosestCallback : public b2RayCastCallback | |
| { | |
| public: | |
| RayCastClosestCallback() | |
| { | |
| m_hit = false; | |
| } | |
| float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point, | |
| const b2Vec2& normal, float32 fraction) | |
| { | |
| b2Body* body = fixture->GetBody(); | |
| void* userData = body->GetUserData(); | |
| if (userData) | |
| { | |
| int32 index = *(int32*)userData; | |
| if (index == 0) | |
| { | |
| // filter | |
| return -1.0f; | |
| } | |
| } | |
| m_hit = true; | |
| m_point = point; | |
| m_normal = normal; | |
| return fraction; | |
| } | |
| bool m_hit; | |
| b2Vec2 m_point; | |
| b2Vec2 m_normal; | |
| }; | |
| // This callback finds any hit. Polygon 0 is filtered. | |
| class RayCastAnyCallback : public b2RayCastCallback | |
| { | |
| public: | |
| RayCastAnyCallback() | |
| { | |
| m_hit = false; | |
| } | |
| float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point, | |
| const b2Vec2& normal, float32 fraction) | |
| { | |
| b2Body* body = fixture->GetBody(); | |
| void* userData = body->GetUserData(); | |
| if (userData) | |
| { | |
| int32 index = *(int32*)userData; | |
| if (index == 0) | |
| { | |
| // filter | |
| return -1.0f; | |
| } | |
| } | |
| m_hit = true; | |
| m_point = point; | |
| m_normal = normal; | |
| return 0.0f; | |
| } | |
| bool m_hit; | |
| b2Vec2 m_point; | |
| b2Vec2 m_normal; | |
| }; | |
| // This ray cast collects multiple hits along the ray. Polygon 0 is filtered. | |
| class RayCastMultipleCallback : public b2RayCastCallback | |
| { | |
| public: | |
| enum | |
| { | |
| e_maxCount = 3 | |
| }; | |
| RayCastMultipleCallback() | |
| { | |
| m_count = 0; | |
| } | |
| float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point, | |
| const b2Vec2& normal, float32 fraction) | |
| { | |
| b2Body* body = fixture->GetBody(); | |
| void* userData = body->GetUserData(); | |
| if (userData) | |
| { | |
| int32 index = *(int32*)userData; | |
| if (index == 0) | |
| { | |
| // filter | |
| return -1.0f; | |
| } | |
| } | |
| b2Assert(m_count < e_maxCount); | |
| m_points[m_count] = point; | |
| m_normals[m_count] = normal; | |
| ++m_count; | |
| if (m_count == e_maxCount) | |
| { | |
| return 0.0f; | |
| } | |
| return 1.0f; | |
| } | |
| b2Vec2 m_points[e_maxCount]; | |
| b2Vec2 m_normals[e_maxCount]; | |
| int32 m_count; | |
| }; | |
| class RayCast : public Test | |
| { | |
| public: | |
| enum | |
| { | |
| e_maxBodies = 256 | |
| }; | |
| enum Mode | |
| { | |
| e_closest, | |
| e_any, | |
| e_multiple | |
| }; | |
| RayCast() | |
| { | |
| // Ground body | |
| { | |
| b2BodyDef bd; | |
| b2Body* ground = m_world->CreateBody(&bd); | |
| b2EdgeShape shape; | |
| shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f)); | |
| ground->CreateFixture(&shape, 0.0f); | |
| } | |
| { | |
| b2Vec2 vertices[3]; | |
| vertices[0].Set(-0.5f, 0.0f); | |
| vertices[1].Set(0.5f, 0.0f); | |
| vertices[2].Set(0.0f, 1.5f); | |
| m_polygons[0].Set(vertices, 3); | |
| } | |
| { | |
| b2Vec2 vertices[3]; | |
| vertices[0].Set(-0.1f, 0.0f); | |
| vertices[1].Set(0.1f, 0.0f); | |
| vertices[2].Set(0.0f, 1.5f); | |
| m_polygons[1].Set(vertices, 3); | |
| } | |
| { | |
| float32 w = 1.0f; | |
| float32 b = w / (2.0f + b2Sqrt(2.0f)); | |
| float32 s = b2Sqrt(2.0f) * b; | |
| b2Vec2 vertices[8]; | |
| vertices[0].Set(0.5f * s, 0.0f); | |
| vertices[1].Set(0.5f * w, b); | |
| vertices[2].Set(0.5f * w, b + s); | |
| vertices[3].Set(0.5f * s, w); | |
| vertices[4].Set(-0.5f * s, w); | |
| vertices[5].Set(-0.5f * w, b + s); | |
| vertices[6].Set(-0.5f * w, b); | |
| vertices[7].Set(-0.5f * s, 0.0f); | |
| m_polygons[2].Set(vertices, 8); | |
| } | |
| { | |
| m_polygons[3].SetAsBox(0.5f, 0.5f); | |
| } | |
| { | |
| m_circle.m_radius = 0.5f; | |
| } | |
| m_bodyIndex = 0; | |
| memset(m_bodies, 0, sizeof(m_bodies)); | |
| m_angle = 0.0f; | |
| m_mode = e_closest; | |
| } | |
| void Create(int32 index) | |
| { | |
| if (m_bodies[m_bodyIndex] != NULL) | |
| { | |
| m_world->DestroyBody(m_bodies[m_bodyIndex]); | |
| m_bodies[m_bodyIndex] = NULL; | |
| } | |
| b2BodyDef bd; | |
| float32 x = RandomFloat(-10.0f, 10.0f); | |
| float32 y = RandomFloat(0.0f, 20.0f); | |
| bd.position.Set(x, y); | |
| bd.angle = RandomFloat(-b2_pi, b2_pi); | |
| m_userData[m_bodyIndex] = index; | |
| bd.userData = m_userData + m_bodyIndex; | |
| if (index == 4) | |
| { | |
| bd.angularDamping = 0.02f; | |
| } | |
| m_bodies[m_bodyIndex] = m_world->CreateBody(&bd); | |
| if (index < 4) | |
| { | |
| b2FixtureDef fd; | |
| fd.shape = m_polygons + index; | |
| fd.friction = 0.3f; | |
| m_bodies[m_bodyIndex]->CreateFixture(&fd); | |
| } | |
| else | |
| { | |
| b2FixtureDef fd; | |
| fd.shape = &m_circle; | |
| fd.friction = 0.3f; | |
| m_bodies[m_bodyIndex]->CreateFixture(&fd); | |
| } | |
| m_bodyIndex = (m_bodyIndex + 1) % e_maxBodies; | |
| } | |
| void DestroyBody() | |
| { | |
| for (int32 i = 0; i < e_maxBodies; ++i) | |
| { | |
| if (m_bodies[i] != NULL) | |
| { | |
| m_world->DestroyBody(m_bodies[i]); | |
| m_bodies[i] = NULL; | |
| return; | |
| } | |
| } | |
| } | |
| void Keyboard(unsigned char key) | |
| { | |
| switch (key) | |
| { | |
| case '1': | |
| case '2': | |
| case '3': | |
| case '4': | |
| case '5': | |
| Create(key - '1'); | |
| break; | |
| case 'd': | |
| DestroyBody(); | |
| break; | |
| case 'm': | |
| if (m_mode == e_closest) | |
| { | |
| m_mode = e_any; | |
| } | |
| else if (m_mode == e_any) | |
| { | |
| m_mode = e_multiple; | |
| } | |
| else if (m_mode == e_multiple) | |
| { | |
| m_mode = e_closest; | |
| } | |
| } | |
| } | |
| void Step(Settings* settings) | |
| { | |
| bool advanceRay = settings->pause == 0 || settings->singleStep; | |
| Test::Step(settings); | |
| m_debugDraw.DrawString(5, m_textLine, "Press 1-5 to drop stuff, m to change the mode"); | |
| m_textLine += 15; | |
| m_debugDraw.DrawString(5, m_textLine, "Mode = %d", m_mode); | |
| m_textLine += 15; | |
| float32 L = 11.0f; | |
| b2Vec2 point1(0.0f, 10.0f); | |
| b2Vec2 d(L * cosf(m_angle), L * sinf(m_angle)); | |
| b2Vec2 point2 = point1 + d; | |
| if (m_mode == e_closest) | |
| { | |
| RayCastClosestCallback callback; | |
| m_world->RayCast(&callback, point1, point2); | |
| if (callback.m_hit) | |
| { | |
| m_debugDraw.DrawPoint(callback.m_point, 5.0f, b2Color(0.4f, 0.9f, 0.4f)); | |
| m_debugDraw.DrawSegment(point1, callback.m_point, b2Color(0.8f, 0.8f, 0.8f)); | |
| b2Vec2 head = callback.m_point + 0.5f * callback.m_normal; | |
| m_debugDraw.DrawSegment(callback.m_point, head, b2Color(0.9f, 0.9f, 0.4f)); | |
| } | |
| else | |
| { | |
| m_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f)); | |
| } | |
| } | |
| else if (m_mode == e_any) | |
| { | |
| RayCastAnyCallback callback; | |
| m_world->RayCast(&callback, point1, point2); | |
| if (callback.m_hit) | |
| { | |
| m_debugDraw.DrawPoint(callback.m_point, 5.0f, b2Color(0.4f, 0.9f, 0.4f)); | |
| m_debugDraw.DrawSegment(point1, callback.m_point, b2Color(0.8f, 0.8f, 0.8f)); | |
| b2Vec2 head = callback.m_point + 0.5f * callback.m_normal; | |
| m_debugDraw.DrawSegment(callback.m_point, head, b2Color(0.9f, 0.9f, 0.4f)); | |
| } | |
| else | |
| { | |
| m_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f)); | |
| } | |
| } | |
| else if (m_mode == e_multiple) | |
| { | |
| RayCastMultipleCallback callback; | |
| m_world->RayCast(&callback, point1, point2); | |
| m_debugDraw.DrawSegment(point1, point2, b2Color(0.8f, 0.8f, 0.8f)); | |
| for (int32 i = 0; i < callback.m_count; ++i) | |
| { | |
| b2Vec2 p = callback.m_points[i]; | |
| b2Vec2 n = callback.m_normals[i]; | |
| m_debugDraw.DrawPoint(p, 5.0f, b2Color(0.4f, 0.9f, 0.4f)); | |
| m_debugDraw.DrawSegment(point1, p, b2Color(0.8f, 0.8f, 0.8f)); | |
| b2Vec2 head = p + 0.5f * n; | |
| m_debugDraw.DrawSegment(p, head, b2Color(0.9f, 0.9f, 0.4f)); | |
| } | |
| } | |
| if (advanceRay) | |
| { | |
| m_angle += 0.25f * b2_pi / 180.0f; | |
| } | |
| #if 0 | |
| // This case was failing. | |
| { | |
| b2Vec2 vertices[4]; | |
| //vertices[0].Set(-22.875f, -3.0f); | |
| //vertices[1].Set(22.875f, -3.0f); | |
| //vertices[2].Set(22.875f, 3.0f); | |
| //vertices[3].Set(-22.875f, 3.0f); | |
| b2PolygonShape shape; | |
| //shape.Set(vertices, 4); | |
| shape.SetAsBox(22.875f, 3.0f); | |
| b2RayCastInput input; | |
| input.p1.Set(10.2725f,1.71372f); | |
| input.p2.Set(10.2353f,2.21807f); | |
| //input.maxFraction = 0.567623f; | |
| input.maxFraction = 0.56762173f; | |
| b2Transform xf; | |
| xf.SetIdentity(); | |
| xf.position.Set(23.0f, 5.0f); | |
| b2RayCastOutput output; | |
| bool hit; | |
| hit = shape.RayCast(&output, input, xf); | |
| hit = false; | |
| b2Color color(1.0f, 1.0f, 1.0f); | |
| b2Vec2 vs[4]; | |
| for (int32 i = 0; i < 4; ++i) | |
| { | |
| vs[i] = b2Mul(xf, shape.m_vertices[i]); | |
| } | |
| m_debugDraw.DrawPolygon(vs, 4, color); | |
| m_debugDraw.DrawSegment(input.p1, input.p2, color); | |
| } | |
| #endif | |
| } | |
| static Test* Create() | |
| { | |
| return new RayCast; | |
| } | |
| int32 m_bodyIndex; | |
| b2Body* m_bodies[e_maxBodies]; | |
| int32 m_userData[e_maxBodies]; | |
| b2PolygonShape m_polygons[4]; | |
| b2CircleShape m_circle; | |
| float32 m_angle; | |
| Mode m_mode; | |
| }; | |
| #endif |