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.examples: Added first (still incomplete) version of box2d example
git-svn-id: svn://ultimatepp.org/upp/trunk@2583 f0d560ea-af0d-0410-9eb7-867de7ffcac7
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352
examples/Box2DExample/main.cpp
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352
examples/Box2DExample/main.cpp
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#include <CtrlLib/CtrlLib.h>
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#include <plugin/box2d/Box2D.h>
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using namespace Upp;
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struct QueryCallback : b2QueryCallback
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{
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QueryCallback(const b2Vec2& point)
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{
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m_point = point;
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m_fixture = NULL;
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}
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bool ReportFixture(b2Fixture* fixture)
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{
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b2Body* body = fixture->GetBody();
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if (body->GetType() == b2_dynamicBody)
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{
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bool inside = fixture->TestPoint(m_point);
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if (inside)
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{
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m_fixture = fixture;
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return false;
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}
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}
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return true;
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}
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b2Vec2 m_point;
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b2Fixture* m_fixture;
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};
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struct DebugDraw : b2DebugDraw
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{
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Draw* w;
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Sizef sz;
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float cx, cy;
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float aspect;
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void DrawPolygon(const b2Vec2* v, int vertexCount, const b2Color& color)
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{
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Vector<Point> p;
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p.SetCount(vertexCount + 1);
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for(int i = 0; i < vertexCount; ++i)
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{
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p[i].x = int(v[i].x * aspect + cx);
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p[i].y = int(cy - v[i].y * aspect);
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}
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p[vertexCount - 1].x = int(v[0].x);
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p[vertexCount - 1].y = int(v[0].x);
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Color bg(int(color.r * 255.0), int(color.g * 255.0), int(color.b * 255.0));
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Color fg(int(color.r * 150.0), int(color.g * 150.0), int(color.b * 150.0));
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w->DrawPolyline(p, vertexCount, 1, fg);
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}
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void DrawSolidPolygon(const b2Vec2* v, int vertexCount, const b2Color& color)
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{
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Vector<Point> p;
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p.SetCount(vertexCount);
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for(int i = 0; i < vertexCount; ++i)
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{
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p[i].x = int(v[i].x * aspect + cx);
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p[i].y = int(cy - v[i].y * aspect);
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}
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Color bg(int(color.r * 255.0), int(color.g * 255.0), int(color.b * 255.0));
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Color fg(int(color.r * 150.0), int(color.g * 150.0), int(color.b * 150.0));
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w->DrawPolygon(p, bg, 1, fg);
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}
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void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
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{
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float r = aspect * radius * 2.0f;
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int x = int((center.x - radius) * aspect + cx);
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int y = int(cy - (center.y + radius) * aspect);
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Color fg(int(color.r * 150.0), int(color.g * 150.0), int(color.b * 150.0));
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w->DrawEllipse(x, y, int(r), int(r), fg);
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}
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void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
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{
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float r = aspect * radius * 2.0f;
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int x = int((center.x - radius) * aspect + cx);
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int y = int(cy - (center.y + radius) * aspect);
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Color bg(int(color.r * 255.0), int(color.g * 255.0), int(color.b * 255.0));
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Color fg(int(color.r * 150.0), int(color.g * 150.0), int(color.b * 150.0));
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w->DrawEllipse(x, y, int(r), int(r), bg, 1, fg);
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}
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void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
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{
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Color fg(int(color.r * 150.0), int(color.g * 150.0), int(color.b * 150.0));
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int x0 = int(p1.x * aspect + cx);
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int y0 = int(cy - p1.y * aspect);
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int x1 = int(p2.x * aspect + cx);
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int y1 = int(cy - p2.y * aspect);
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w->DrawLine(x0, y0, x1, y1, 1, fg);
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}
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void DrawTransform(const b2Transform& xf)
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{
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}
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void DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
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{
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}
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void DrawString(int x, int y, const char* string, ...)
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{
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}
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void DrawAABB(b2AABB* aabb, const b2Color& color)
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{
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}
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};
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struct App : TopWindow
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{
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b2Body* m_middle;
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b2World* m_world;
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b2MouseJoint* m_mouseJoint;
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DebugDraw m_debugDraw;
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b2Vec2 m_mouseWorld;
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b2Body* m_groundBody;
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b2AABB m_worldAABB;
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typedef App CLASSNAME;
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App()
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{
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Sizeable().Zoomable();
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Bridge();
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SetTimeCallback(-10, THISBACK(Render0));
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BackPaint();
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m_mouseJoint = NULL;
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}
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~App()
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{
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delete m_world;
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}
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void Bridge()
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{
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const int e_count = 30;
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b2Vec2 gravity;
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gravity.Set(0.0f, -10.0f);
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bool doSleep = true;
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m_world = new b2World(gravity, doSleep);
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m_world->SetDebugDraw(&m_debugDraw);
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b2BodyDef bd;
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b2Body* ground = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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shape.SetAsEdge(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
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ground->CreateFixture(&shape, 0.0f);
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shape.SetAsBox(0.5f, 0.125f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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fd.friction = 0.2f;
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b2RevoluteJointDef jd;
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b2Body* prevBody = ground;
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for(int i = 0; i < e_count; ++i)
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-14.5f + 1.0f * i, 5.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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b2Vec2 anchor(-15.0f + 1.0f * i, 5.0f);
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jd.Initialize(prevBody, body, anchor);
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m_world->CreateJoint(&jd);
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if (i == (e_count >> 1))
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{
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m_middle = body;
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}
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prevBody = body;
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}
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b2Vec2 anchor(-15.0f + 1.0f * e_count, 5.0f);
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jd.Initialize(prevBody, ground, anchor);
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m_world->CreateJoint(&jd);
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for(int i = 0; i < 2; ++i)
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{
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b2Vec2 vertices[3];
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vertices[0].Set(-0.5f, 0.0f);
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vertices[1].Set(0.5f, 0.0f);
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vertices[2].Set(0.0f, 1.5f);
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b2PolygonShape shape;
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shape.Set(vertices, 3);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 1.0f;
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-8.0f + 8.0f * i, 12.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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}
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for(int i = 0; i < 3; ++i)
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{
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b2CircleShape shape;
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shape.m_radius = 0.5f;
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 1.0f;
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-6.0f + 6.0f * i, 10.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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}
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}
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void Step(float hz = 60, int velocityIterations = 8, int positionIterations = 3)
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{
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float32 timeStep = 1.0f / hz;
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int flags = 0;
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flags += b2DebugDraw::e_shapeBit;
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m_debugDraw.SetFlags(flags);
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m_world->SetWarmStarting(1);
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m_world->SetContinuousPhysics(1);
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m_world->Step(timeStep, velocityIterations, positionIterations);
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m_world->DrawDebugData();
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}
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b2Vec2 ConvertScreenToWorld(int x, int y)
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{
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Size sz = GetSize();
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x += sz.cx / 2;
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y = sz.cy / 2 - y;
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float32 u = x / float32(sz.cx);
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float32 v = (sz.cy - y) / float32(sz.cy);
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float32 ratio = float32(sz.cx) / float32(sz.cy);
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b2Vec2 extents(ratio * 25.0f, 25.0f);
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b2Vec2 viewCenter(0.0f, 0.0f);
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b2Vec2 lower = viewCenter - extents;
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b2Vec2 upper = viewCenter + extents;
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b2Vec2 p;
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p.x = (1.0f - u) * lower.x + u * upper.x;
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p.y = (1.0f - v) * lower.y + v * upper.y;
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return p;
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}
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void Render0()
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{
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Refresh();
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}
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void Render(Draw& w)
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{
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Size sz = GetSize();
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m_debugDraw.w = &w;
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m_debugDraw.sz = sz;
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m_debugDraw.cx = sz.cx / 2.0f;
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m_debugDraw.cy = sz.cy / 2.0f;
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m_debugDraw.aspect = 18.0f;
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Step();
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}
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virtual void Paint(Draw& w)
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{
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Size sz = GetSize();
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w.DrawRect(sz, White);
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Render(w);
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}
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virtual void LeftDown(Point p0, dword keyflags)
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{
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b2Vec2 p(float32(p0.x), float32(p0.y));
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m_mouseWorld = ConvertScreenToWorld(p0.x, p0.y);
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if(m_mouseJoint != NULL)
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return;
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b2AABB aabb;
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b2Vec2 d;
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d.Set(0.001f, 0.001f);
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aabb.lowerBound = p - d;
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aabb.upperBound = p + d;
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QueryCallback callback(p);
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m_world->QueryAABB(&callback, aabb);
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if (callback.m_fixture)
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{
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b2Body* body = callback.m_fixture->GetBody();
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b2MouseJointDef md;
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md.bodyA = m_groundBody;
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md.bodyB = body;
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md.target = p;
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md.maxForce = 1000.0f * body->GetMass();
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m_mouseJoint = (b2MouseJoint*)m_world->CreateJoint(&md);
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body->SetAwake(true);
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}
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}
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virtual void LeftUp(Point p0, dword keyflags)
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{
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b2Vec2 p = ConvertScreenToWorld(p0.x, p0.y);
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if (m_mouseJoint)
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{
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m_world->DestroyJoint(m_mouseJoint);
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m_mouseJoint = NULL;
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}
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}
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virtual void MouseMove(Point p0, dword keyflags)
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{
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b2Vec2 p = ConvertScreenToWorld(p0.x, p0.y);
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m_mouseWorld = p;
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if (m_mouseJoint)
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{
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m_mouseJoint->SetTarget(p);
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}
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}
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};
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GUI_APP_MAIN
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{
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App().Run();
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}
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