hello_world.cpp
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1 // MIT License
2 
3 // Copyright (c) 2019 Erin Catto
4 
5 // Permission is hereby granted, free of charge, to any person obtaining a copy
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22 
23 #include "box2d/box2d.h"
24 #define DOCTEST_CONFIG_IMPLEMENT_WITH_MAIN
25 #include "doctest.h"
26 #include <stdio.h>
27 
28 // This is a simple example of building and running a simulation
29 // using Box2D. Here we create a large ground box and a small dynamic
30 // box.
31 // There are no graphics for this example. Box2D is meant to be used
32 // with your rendering engine in your game engine.
33 DOCTEST_TEST_CASE("hello world")
34 {
35  // Define the gravity vector.
36  b2Vec2 gravity(0.0f, -10.0f);
37 
38  // Construct a world object, which will hold and simulate the rigid bodies.
39  b2World world(gravity);
40 
41  // Define the ground body.
42  b2BodyDef groundBodyDef;
43  groundBodyDef.position.Set(0.0f, -10.0f);
44 
45  // Call the body factory which allocates memory for the ground body
46  // from a pool and creates the ground box shape (also from a pool).
47  // The body is also added to the world.
48  b2Body* groundBody = world.CreateBody(&groundBodyDef);
49 
50  // Define the ground box shape.
51  b2PolygonShape groundBox;
52 
53  // The extents are the half-widths of the box.
54  groundBox.SetAsBox(50.0f, 10.0f);
55 
56  // Add the ground fixture to the ground body.
57  groundBody->CreateFixture(&groundBox, 0.0f);
58 
59  // Define the dynamic body. We set its position and call the body factory.
60  b2BodyDef bodyDef;
61  bodyDef.type = b2_dynamicBody;
62  bodyDef.position.Set(0.0f, 4.0f);
63  b2Body* body = world.CreateBody(&bodyDef);
64 
65  // Define another box shape for our dynamic body.
66  b2PolygonShape dynamicBox;
67  dynamicBox.SetAsBox(1.0f, 1.0f);
68 
69  // Define the dynamic body fixture.
70  b2FixtureDef fixtureDef;
71  fixtureDef.shape = &dynamicBox;
72 
73  // Set the box density to be non-zero, so it will be dynamic.
74  fixtureDef.density = 1.0f;
75 
76  // Override the default friction.
77  fixtureDef.friction = 0.3f;
78 
79  // Add the shape to the body.
80  body->CreateFixture(&fixtureDef);
81 
82  // Prepare for simulation. Typically we use a time step of 1/60 of a
83  // second (60Hz) and 10 iterations. This provides a high quality simulation
84  // in most game scenarios.
85  float timeStep = 1.0f / 60.0f;
86  int32 velocityIterations = 6;
87  int32 positionIterations = 2;
88 
89  b2Vec2 position = body->GetPosition();
90  float angle = body->GetAngle();
91 
92  // This is our little game loop.
93  for (int32 i = 0; i < 60; ++i)
94  {
95  // Instruct the world to perform a single step of simulation.
96  // It is generally best to keep the time step and iterations fixed.
97  world.Step(timeStep, velocityIterations, positionIterations);
98 
99  // Now print the position and angle of the body.
100  position = body->GetPosition();
101  angle = body->GetAngle();
102 
103  printf("%4.2f %4.2f %4.2f\n", position.x, position.y, angle);
104  }
105 
106  // When the world destructor is called, all bodies and joints are freed. This can
107  // create orphaned pointers, so be careful about your world management.
108 
109  CHECK(b2Abs(position.x) < 0.01f);
110  CHECK(b2Abs(position.y - 1.01f) < 0.01f);
111  CHECK(b2Abs(angle) < 0.01f);
112 }
const b2Shape * shape
Definition: b2_fixture.h:76
b2Fixture * CreateFixture(const b2FixtureDef *def)
Definition: b2_body.cpp:165
float density
The density, usually in kg/m^2.
Definition: b2_fixture.h:92
TF2SIMD_FORCE_INLINE tf2Scalar angle(const Quaternion &q1, const Quaternion &q2)
f
float x
Definition: b2_math.h:128
float y
Definition: b2_math.h:128
const b2Vec2 & GetPosition() const
Definition: b2_body.h:484
A 2D column vector.
Definition: b2_math.h:41
signed int int32
Definition: b2_types.h:28
void SetAsBox(float hx, float hy)
b2BodyType type
Definition: b2_body.h:74
A rigid body. These are created via b2World::CreateBody.
Definition: b2_body.h:128
DOCTEST_TEST_CASE("hello world")
Definition: hello_world.cpp:33
void Set(float x_, float y_)
Set this vector to some specified coordinates.
Definition: b2_math.h:53
float GetAngle() const
Definition: b2_body.h:489
b2Vec2 position
Definition: b2_body.h:78
#define CHECK
Definition: doctest.h:2471
T b2Abs(T a)
Definition: b2_math.h:610
void Step(float timeStep, int32 velocityIterations, int32 positionIterations)
Definition: b2_world.cpp:905
b2Body * CreateBody(const b2BodyDef *def)
Definition: b2_world.cpp:115
float friction
The friction coefficient, usually in the range [0,1].
Definition: b2_fixture.h:82


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autogenerated on Tue Jul 4 2023 03:08:20