1 /*
2 * Copyright (c) 2011 Erin Catto http://www.box2d.org
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty.  In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 * Permission is granted to anyone to use this software for any purpose,
8 * including commercial applications, and to alter it and redistribute it
9 * freely, subject to the following restrictions:
10 * 1. The origin of this software must not be misrepresented; you must not
11 * claim that you wrote the original software. If you use this software
12 * in a product, an acknowledgment in the product documentation would be
13 * appreciated but is not required.
14 * 2. Altered source versions must be plainly marked as such, and must not be
15 * misrepresented as being the original software.
16 * 3. This notice may not be removed or altered from any source distribution.
17 */
18 
19 #ifndef DUMP_SHELL_H
20 #define DUMP_SHELL_H
21 
22 // This test holds worlds dumped using b2World::Dump.
23 class DumpShell : public Test
24 {
25 public:
26 
DumpShell()27     DumpShell()
28     {
29 
30 b2Vec2 g(0.000000000000000e+00f, 0.000000000000000e+00f);
31 m_world->SetGravity(g);
32 b2Body** bodies = (b2Body**)b2Alloc(3 * sizeof(b2Body*));
33 b2Joint** joints = (b2Joint**)b2Alloc(2 * sizeof(b2Joint*));
34 {
35   b2BodyDef bd;
36   bd.type = b2BodyType(2);
37   bd.position.Set(1.304347801208496e+01f, 2.500000000000000e+00f);
38   bd.angle = 0.000000000000000e+00f;
39   bd.linearVelocity.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
40   bd.angularVelocity = 0.000000000000000e+00f;
41   bd.linearDamping = 5.000000000000000e-01f;
42   bd.angularDamping = 5.000000000000000e-01f;
43   bd.allowSleep = bool(4);
44   bd.awake = bool(2);
45   bd.fixedRotation = bool(0);
46   bd.bullet = bool(0);
47   bd.active = bool(32);
48   bd.gravityScale = 1.000000000000000e+00f;
49   bodies[0] = m_world->CreateBody(&bd);
50 
51   {
52     b2FixtureDef fd;
53     fd.friction = 1.000000000000000e+00f;
54     fd.restitution = 5.000000000000000e-01f;
55     fd.density = 1.000000000000000e+01f;
56     fd.isSensor = bool(0);
57     fd.filter.categoryBits = uint16(1);
58     fd.filter.maskBits = uint16(65535);
59     fd.filter.groupIndex = int16(0);
60     b2PolygonShape shape;
61     b2Vec2 vs[8];
62     vs[0].Set(-6.900000095367432e+00f, -3.000000119209290e-01f);
63     vs[1].Set(2.000000029802322e-01f, -3.000000119209290e-01f);
64     vs[2].Set(2.000000029802322e-01f, 2.000000029802322e-01f);
65     vs[3].Set(-6.900000095367432e+00f, 2.000000029802322e-01f);
66     shape.Set(vs, 4);
67 
68     fd.shape = &shape;
69 
70     bodies[0]->CreateFixture(&fd);
71   }
72 }
73 {
74   b2BodyDef bd;
75   bd.type = b2BodyType(2);
76   bd.position.Set(8.478260636329651e-01f, 2.500000000000000e+00f);
77   bd.angle = 0.000000000000000e+00f;
78   bd.linearVelocity.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
79   bd.angularVelocity = 0.000000000000000e+00f;
80   bd.linearDamping = 5.000000000000000e-01f;
81   bd.angularDamping = 5.000000000000000e-01f;
82   bd.allowSleep = bool(4);
83   bd.awake = bool(2);
84   bd.fixedRotation = bool(0);
85   bd.bullet = bool(0);
86   bd.active = bool(32);
87   bd.gravityScale = 1.000000000000000e+00f;
88   bodies[1] = m_world->CreateBody(&bd);
89 
90   {
91     b2FixtureDef fd;
92     fd.friction = 1.000000000000000e+00f;
93     fd.restitution = 5.000000000000000e-01f;
94     fd.density = 1.000000000000000e+01f;
95     fd.isSensor = bool(0);
96     fd.filter.categoryBits = uint16(1);
97     fd.filter.maskBits = uint16(65535);
98     fd.filter.groupIndex = int16(0);
99     b2PolygonShape shape;
100     b2Vec2 vs[8];
101     vs[0].Set(-3.228000104427338e-01f, -2.957000136375427e-01f);
102     vs[1].Set(6.885900020599365e+00f, -3.641000092029572e-01f);
103     vs[2].Set(6.907599925994873e+00f, 3.271999955177307e-01f);
104     vs[3].Set(-3.228000104427338e-01f, 2.825999855995178e-01f);
105     shape.Set(vs, 4);
106 
107     fd.shape = &shape;
108 
109     bodies[1]->CreateFixture(&fd);
110   }
111 }
112 
113 {
114   b2BodyDef bd;
115   bd.type = b2BodyType(0);
116   bd.position.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
117   bd.angle = 0.000000000000000e+00f;
118   bd.linearVelocity.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
119   bd.angularVelocity = 0.000000000000000e+00f;
120   bd.linearDamping = 0.000000000000000e+00f;
121   bd.angularDamping = 0.000000000000000e+00f;
122   bd.allowSleep = bool(4);
123   bd.awake = bool(2);
124   bd.fixedRotation = bool(0);
125   bd.bullet = bool(0);
126   bd.active = bool(32);
127   bd.gravityScale = 1.000000000000000e+00f;
128   bodies[2] = m_world->CreateBody(&bd);
129 
130   {
131     b2FixtureDef fd;
132     fd.friction = 1.000000000000000e+01f;
133     fd.restitution = 0.000000000000000e+00f;
134     fd.density = 0.000000000000000e+00f;
135     fd.isSensor = bool(0);
136     fd.filter.categoryBits = uint16(1);
137     fd.filter.maskBits = uint16(65535);
138     fd.filter.groupIndex = int16(0);
139     b2EdgeShape shape;
140     shape.m_radius = 9.999999776482582e-03f;
141     shape.m_vertex0.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
142     shape.m_vertex1.Set(4.452173995971680e+01f, 1.669565200805664e+01f);
143     shape.m_vertex2.Set(4.452173995971680e+01f, 0.000000000000000e+00f);
144     shape.m_vertex3.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
145     shape.m_hasVertex0 = bool(0);
146     shape.m_hasVertex3 = bool(0);
147 
148     fd.shape = &shape;
149 
150     bodies[2]->CreateFixture(&fd);
151   }
152   {
153     b2FixtureDef fd;
154     fd.friction = 1.000000000000000e+01f;
155     fd.restitution = 0.000000000000000e+00f;
156     fd.density = 0.000000000000000e+00f;
157     fd.isSensor = bool(0);
158     fd.filter.categoryBits = uint16(1);
159     fd.filter.maskBits = uint16(65535);
160     fd.filter.groupIndex = int16(0);
161     b2EdgeShape shape;
162     shape.m_radius = 9.999999776482582e-03f;
163     shape.m_vertex0.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
164     shape.m_vertex1.Set(0.000000000000000e+00f, 1.669565200805664e+01f);
165     shape.m_vertex2.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
166     shape.m_vertex3.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
167     shape.m_hasVertex0 = bool(0);
168     shape.m_hasVertex3 = bool(0);
169 
170     fd.shape = &shape;
171 
172     bodies[2]->CreateFixture(&fd);
173   }
174   {
175     b2FixtureDef fd;
176     fd.friction = 1.000000000000000e+01f;
177     fd.restitution = 0.000000000000000e+00f;
178     fd.density = 0.000000000000000e+00f;
179     fd.isSensor = bool(0);
180     fd.filter.categoryBits = uint16(1);
181     fd.filter.maskBits = uint16(65535);
182     fd.filter.groupIndex = int16(0);
183     b2EdgeShape shape;
184     shape.m_radius = 9.999999776482582e-03f;
185     shape.m_vertex0.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
186     shape.m_vertex1.Set(0.000000000000000e+00f, 1.669565200805664e+01f);
187     shape.m_vertex2.Set(4.452173995971680e+01f, 1.669565200805664e+01f);
188     shape.m_vertex3.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
189     shape.m_hasVertex0 = bool(0);
190     shape.m_hasVertex3 = bool(0);
191 
192     fd.shape = &shape;
193 
194     bodies[2]->CreateFixture(&fd);
195   }
196   {
197     b2FixtureDef fd;
198     fd.friction = 1.000000000000000e+01f;
199     fd.restitution = 0.000000000000000e+00f;
200     fd.density = 0.000000000000000e+00f;
201     fd.isSensor = bool(0);
202     fd.filter.categoryBits = uint16(1);
203     fd.filter.maskBits = uint16(65535);
204     fd.filter.groupIndex = int16(0);
205     b2EdgeShape shape;
206     shape.m_radius = 9.999999776482582e-03f;
207     shape.m_vertex0.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
208     shape.m_vertex1.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
209     shape.m_vertex2.Set(4.452173995971680e+01f, 0.000000000000000e+00f);
210     shape.m_vertex3.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
211     shape.m_hasVertex0 = bool(0);
212     shape.m_hasVertex3 = bool(0);
213 
214     fd.shape = &shape;
215 
216     bodies[2]->CreateFixture(&fd);
217   }
218 }
219 
220 {
221   b2PrismaticJointDef jd;
222   jd.bodyA = bodies[1];
223   jd.bodyB = bodies[0];
224   jd.collideConnected = bool(0);
225   jd.localAnchorA.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
226   jd.localAnchorB.Set(-1.219565200805664e+01f, 0.000000000000000e+00f);
227   jd.localAxisA.Set(-1.219565200805664e+01f, 0.000000000000000e+00f);
228   jd.referenceAngle = 0.000000000000000e+00f;
229   jd.enableLimit = bool(1);
230   jd.lowerTranslation = -2.000000000000000e+01f;
231   jd.upperTranslation = 0.000000000000000e+00f;
232   jd.enableMotor = bool(1);
233   jd.motorSpeed = 0.000000000000000e+00f;
234   jd.maxMotorForce = 1.000000000000000e+01f;
235   joints[0] = m_world->CreateJoint(&jd);
236 }
237 {
238   b2RevoluteJointDef jd;
239   jd.bodyA = bodies[1];
240   jd.bodyB = bodies[2];
241   jd.collideConnected = bool(0);
242   jd.localAnchorA.Set(0.000000000000000e+00f, 0.000000000000000e+00f);
243   jd.localAnchorB.Set(8.478260636329651e-01f, 2.500000000000000e+00f);
244   jd.referenceAngle = 0.000000000000000e+00f;
245   jd.enableLimit = bool(0);
246   jd.lowerAngle = 0.000000000000000e+00f;
247   jd.upperAngle = 0.000000000000000e+00f;
248   jd.enableMotor = bool(0);
249   jd.motorSpeed = 0.000000000000000e+00f;
250   jd.maxMotorTorque = 0.000000000000000e+00f;
251   joints[1] = m_world->CreateJoint(&jd);
252 }
253 b2Free(joints);
254 b2Free(bodies);
255 joints = NULL;
256 bodies = NULL;
257 
258 
259     }
260 
Create()261     static Test* Create()
262     {
263         return new DumpShell;
264     }
265 };
266 
267 #endif
268