* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules * refactor(modules): clear remaining back-edges and split the largest TUs Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES is now empty; --check passes with 0 violations, 0 cycles): - window -> graphics: window queries the new IWindowSurfaceHost capability (common/WindowSurfaceHost.h) instead of holding a Graphics pointer; Window::setGraphics was removed and all call sites updated. - window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*, w, h); the window no longer decodes ImageData. - scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge); scene now depends only on spatial. TU splits (pure moves, verified identical method sets and brace balance): - vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline, Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h. - scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization) + SceneNodes.cpp + shared SceneInternal.h. Verified with a real build (MSVC 19.51, prebuilt third-party): full build green; window.* and Scene.* suites pass, including scene picking/culling and GPU cases. * refactor(graphics): narrow Graphics interfaces and clear public-header leaks Step 4 — interface segregation: - New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX (pure virtuals, forward-declared types only; graphics/Color.h extracted from Canvas.h so modules that only need the color type stop pulling Canvas.h). - Graphics now implements all four facets; consumers can depend on the narrow interface they use instead of the 129-method god class. - Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d (ModelRenderer::buildRenderable(s) -> IResourceFactory&). - Graphics.h slims from 24 sub-header includes to a handful of small type headers + forward declarations; the destructor moved out-of-line so unique_ptr effect members are destroyed where types are complete. Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7): - map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h, animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h, model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h + Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/ PbrMaterial -> forward declarations, includes moved to .cpp. - voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line destructor), removing the procgen header dependency. - gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h. - Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig, MapObject, BlendMode, Color), an internal backend header (GraphicsInternal.h -> filesystem), and lean interface references. Verified with a full clean build (MSVC) and tests: window/Scene/voxel/ RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite only shows the pre-existing PHYSFS-init filesystem-environment failures. * feat(resources): revive ResourceManager as unified IAssetReloader-backed cache * fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes Cached CPU resources may own third-party handles (FreeType faces, Assimp scenes, image decode handlers) whose libraries are torn down at process exit in an unspecified TU order; destroying cached entries from the singleton destructor can segfault at exit (seen on CI Windows in model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim; explicit unload()/clear() still release entries during the run. * refactor(devtools): consume business modules through capability interfaces DevTools / cmdline no longer include business-module headers, so trimming scene / physics / procgen / particles / audio / ui / graphics no longer requires disabling devtools, and devtools can be switched off with -DEVENGINE_MODULE_DEVTOOLS=OFF. New capability interfaces in common/: - ISceneQuery (scene) - host/node inspection + mutation + transform sync - IRenderCapture (graphics) - render status, PNG capture, camera control, visible-entity snapshot, entity-ID mask, G-buffer PNGs - IPhysicsQuery (physics) - 2D world lifecycle + ray casts - IProcgenQuery (procgen) - recipe listing, map/mesh generation - IParticlesQuery (particles) - emitter status + one-shot emit - IAudioQuery (audio) - volume / stop-all - IEditorHost (ui) - declarative editor host (used by cmdline too) Providers register in their module constructors. DevTools rewires McpServer (render/scene/procgen/physics/particles/audio/host tools), SceneInspect (now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost. manifest: devtools DEPS graphics scene physics procgen particles audio ui image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem. Verified: full build green; devtools.mcp.* tests pass; broad suite shows only the pre-existing PHYSFS-init filesystem-environment failures. * style: apply clang-format to changed lines after dev merge * fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming * fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables * fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
400 lines
14 KiB
C++
400 lines
14 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include "graphics/AmbientOcclusion.h"
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#include "graphics/AntiAliasing.h"
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#include "graphics/Canvas.h"
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#include "graphics/DrawItem2D.h"
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#include "graphics/Font.h"
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#include "graphics/GBuffer.h"
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#include "graphics/GlobalIllumination.h"
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#include "graphics/Graphics.h"
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#include "graphics/Grass.h"
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#include "graphics/Light.h"
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#include "graphics/Material.h"
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#include "graphics/Mesh.h"
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#include "graphics/Outline.h"
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#include "graphics/Quad.h"
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#include "graphics/RenderControl.h"
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#include "graphics/ScreenSpaceReflection.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Volumetric.h"
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#include "graphics/Water.h"
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#include "graphics/Waterfall.h"
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#include "physics/Body.h"
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#include "physics/Fixture.h"
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#include "physics/Physics.h"
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#include "physics/World.h"
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#include "window/Window.h"
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#include <SDL2/SDL.h>
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#include <cmath>
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#include <memory>
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#include <vector>
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// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
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using eve::graphics::Color;
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using namespace eve::physics;
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using namespace eve::graphics;
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TEST_CASE("box2d.module.meter") {
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auto *mod = Physics::create();
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CHECK_EQ(mod->getMeter(), 30.f);
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mod->setMeter(50.f);
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CHECK_EQ(mod->getMeter(), 50.f);
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mod->setMeter(30.f);
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}
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TEST_CASE("box2d.world.createAndGravity") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 900.f, true));
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REQUIRE(world.get() != nullptr);
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CHECK(std::fabs(world->getGravityX()) < 0.01f);
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CHECK(std::fabs(world->getGravityY() - 900.f) < 0.01f);
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world->setGravity(10.f, 20.f);
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CHECK(std::fabs(world->getGravityX() - 10.f) < 0.01f);
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CHECK(std::fabs(world->getGravityY() - 20.f) < 0.01f);
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}
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TEST_CASE("box2d.body.fallsUnderGravity") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 900.f, true));
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Body *ground = world->newBody("static", 400.f, 500.f);
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ground->newRectangleFixture(800.f, 40.f, 0.f, 0.5f, 0.f);
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Body *box = world->newBody("dynamic", 400.f, 100.f);
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box->newRectangleFixture(40.f, 40.f, 1.f, 0.3f, 0.1f);
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float y0 = box->getY();
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for (int i = 0; i < 60; ++i)
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world->update(1.f / 60.f);
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CHECK_GT(box->getY(), y0);
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CHECK_LT(box->getY(), 500.f);
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}
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TEST_CASE("box2d.body.staticDoesNotMove") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 900.f, true));
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Body *ground = world->newBody("static", 200.f, 300.f);
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ground->newRectangleFixture(100.f, 20.f, 0.f);
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float y0 = ground->getY();
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for (int i = 0; i < 30; ++i)
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world->update(1.f / 60.f);
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CHECK(std::fabs(ground->getY() - y0) < 0.01f);
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CHECK_EQ(ground->getType(), std::string("static"));
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}
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TEST_CASE("box2d.body.circleAndVelocity") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 0.f, true));
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Body *ball = world->newBody("dynamic", 0.f, 0.f);
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ball->newCircleFixture(16.f, 1.f, 0.2f, 0.8f);
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ball->setLinearVelocity(300.f, 0.f);
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for (int i = 0; i < 30; ++i)
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world->update(1.f / 60.f);
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CHECK_GT(ball->getX(), 100.f);
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CHECK(std::fabs(ball->getY()) < 5.f);
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}
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TEST_CASE("box2d.fixture.sensor") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 0.f, true));
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Body *b = world->newBody("dynamic", 0.f, 0.f);
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Fixture *fixture = b->newRectangleFixture(10.f, 10.f);
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CHECK(!fixture->isSensor());
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fixture->setSensor(true);
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CHECK(fixture->isSensor());
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fixture->setFriction(0.7f);
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CHECK(std::fabs(fixture->getFriction() - 0.7f) < 0.001f);
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}
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TEST_CASE("box2d.fixture.tagsFiltersAndBodyProperties") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 0.f, true));
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std::unique_ptr<Body> body(world->newBody("dynamic", 30.f, 60.f));
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std::unique_ptr<Fixture> fixture(body->newRectangleFixture(30.f, 60.f, 2.f));
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fixture->setTag("prop.crate");
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fixture->setCategoryBits(0x0020);
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fixture->setMaskBits(0x0006);
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fixture->setGroupIndex(-3);
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CHECK_EQ(fixture->getTag(), std::string("prop.crate"));
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CHECK_EQ(fixture->getCategoryBits(), 0x0020);
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CHECK_EQ(fixture->getMaskBits(), 0x0006);
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CHECK_EQ(fixture->getGroupIndex(), -3);
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CHECK_EQ(fixture->getBodyId(), body->getId());
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CHECK_GT(body->getMass(), 0.f);
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CHECK(std::fabs(body->getWorldCenterX() - 30.f) < 0.01f);
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CHECK(std::fabs(body->getWorldCenterY() - 60.f) < 0.01f);
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body->setLinearVelocity(300.f, 400.f);
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CHECK(std::fabs(body->getLinearSpeed() - 500.f) < 0.1f);
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}
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TEST_CASE("box2d.contacts.exposeTagsAndImpactData") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 0.f, true));
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Body *wall = world->newBody("static", 300.f, 100.f);
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Fixture *wallFixture = wall->newRectangleFixture(20.f, 160.f, 0.f, 0.2f, 0.f);
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wallFixture->setTag("terrain");
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Body *crate = world->newBody("dynamic", 80.f, 100.f);
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Fixture *crateFixture = crate->newRectangleFixture(40.f, 40.f, 1.f, 0.2f, 0.f);
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crateFixture->setTag("prop.crate");
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crate->setBullet(true);
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crate->setLinearVelocity(900.f, 0.f);
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for (int i = 0; i < 30 && world->getImpactCount() == 0; ++i)
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world->update(1.f / 60.f);
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REQUIRE_GT(world->getBeginContactCount(), 0);
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CHECK_EQ(world->getBeginContactFixtureATag(0), std::string("terrain"));
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CHECK_EQ(world->getBeginContactFixtureBTag(0), std::string("prop.crate"));
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REQUIRE_GT(world->getImpactCount(), 0);
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CHECK_GT(world->getImpactRelativeNormalSpeed(0), 100.f);
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CHECK_GT(world->getImpactNormalImpulse(0), 0.f);
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CHECK(std::fabs(world->getImpactNormalX(0)) > 0.9f);
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CHECK(std::fabs(world->getImpactPointX(0) - 290.f) < 5.f);
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world->clearContactEvents();
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CHECK_EQ(world->getBeginContactCount(), 0);
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CHECK_EQ(world->getEndContactCount(), 0);
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CHECK_EQ(world->getImpactCount(), 0);
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crate->setPosition(80.f, 100.f);
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crate->setLinearVelocity(0.f, 0.f);
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for (int i = 0; i < 5; ++i) world->update(1.f / 60.f);
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CHECK_EQ(world->getImpactCount(), 0);
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delete crateFixture;
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delete crate;
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delete wallFixture;
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delete wall;
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}
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TEST_CASE("box2d.gameplay.sameKickMovesLightPropFaster") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 0.f, true));
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Body *crate = world->newBody("dynamic", 0.f, 0.f);
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crate->newRectangleFixture(40.f, 40.f, 1.f, 0.45f, 0.05f);
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Body *rock = world->newBody("dynamic", 100.f, 0.f);
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rock->newRectangleFixture(40.f, 40.f, 8.f, 0.85f, 0.05f);
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crate->applyLinearImpulse(720.f, -105.f);
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rock->applyLinearImpulse(720.f, -105.f);
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CHECK_GT(rock->getMass(), crate->getMass() * 7.f);
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CHECK_GT(crate->getLinearSpeed(), rock->getLinearSpeed() * 7.f);
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}
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TEST_CASE("box2d.contacts.destroyFixturePurgesQueuedEvents") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 0.f, true));
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Body *wall = world->newBody("static", 100.f, 100.f);
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Fixture *wallFixture = wall->newRectangleFixture(40.f, 40.f);
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wallFixture->setTag("terrain");
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Body *box = world->newBody("dynamic", 100.f, 100.f);
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Fixture *boxFixture = box->newRectangleFixture(30.f, 30.f, 1.f);
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boxFixture->setTag("prop.crate");
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world->update(1.f / 60.f);
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REQUIRE_GT(world->getBeginContactCount(), 0);
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boxFixture->destroy();
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CHECK_EQ(world->getBeginContactCount(), 0);
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CHECK_EQ(world->getEndContactCount(), 0);
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CHECK_EQ(world->getImpactCount(), 0);
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delete boxFixture;
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delete box;
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delete wallFixture;
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delete wall;
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}
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TEST_CASE("box2d.body.destroy") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 0.f, true));
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Body *b = world->newBody("dynamic", 10.f, 20.f);
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b->newRectangleFixture(8.f, 8.f);
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int id = b->getId();
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CHECK_GT(id, 0);
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b->destroy();
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CHECK(std::fabs(b->getX()) < 0.001f);
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delete b;
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}
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TEST_CASE("box2d.query.rayCastAndAABB") {
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auto *mod = Physics::create();
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std::unique_ptr<World> world(mod->newWorld(0.f, 0.f, true));
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Body *a = world->newBody("static", 100.f, 100.f);
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Fixture *fa = a->newRectangleFixture(40.f, 40.f);
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Body *b = world->newBody("static", 300.f, 100.f);
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b->newCircleFixture(20.f);
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CHECK(fa->testPoint(100.f, 100.f));
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CHECK(!fa->testPoint(0.f, 0.f));
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int hit = world->rayCast(0.f, 100.f, 400.f, 100.f);
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CHECK_EQ(hit, a->getId());
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CHECK(world->hasRayHit());
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CHECK(std::fabs(world->getRayHitY() - 100.f) < 1.f);
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CHECK(world->getRayHitFraction() > 0.f);
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CHECK(world->getRayHitFraction() < 1.f);
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int n = world->queryAABB(80.f, 80.f, 40.f, 40.f);
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CHECK_EQ(n, 1);
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CHECK_EQ(world->getQueryBodyId(0), a->getId());
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n = world->queryAABB(0.f, 0.f, 400.f, 200.f);
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CHECK_EQ(n, 2);
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}
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TEST_CASE("box2d.world.destroyInvalidates") {
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auto *mod = Physics::create();
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World *world = mod->newWorld(0.f, 100.f, true);
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Body *b = world->newBody("dynamic", 50.f, 50.f);
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b->newCircleFixture(5.f);
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world->destroy();
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CHECK(std::fabs(b->getX()) < 0.001f);
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delete b;
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delete world;
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}
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static void drawFilledCircle(Graphics *gfx, float cx, float cy, float r, const Color &c) {
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const int steps = 12;
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for (int i = 0; i < steps; ++i) {
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const float a0 = float(i) * 6.2831853f / float(steps);
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const float a1 = float(i + 1) * 6.2831853f / float(steps);
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const float x0 = cx + std::cos(a0) * r;
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const float y0 = cy + std::sin(a0) * r;
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const float x1 = cx + std::cos(a1) * r;
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const float y1 = cy + std::sin(a1) * r;
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// Approximate pie with a small rect along the rim.
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gfx->drawSolidRect((x0 + x1) * 0.5f - 2.f, (y0 + y1) * 0.5f - 2.f, 4.f, 4.f, c);
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gfx->drawSolidRect(cx - 2.f, cy - 2.f, 4.f, 4.f, c);
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}
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// Fill denser disk
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for (float rad = r; rad > 0.f; rad -= 3.f) {
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for (int i = 0; i < steps; ++i) {
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const float a = float(i) * 6.2831853f / float(steps);
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gfx->drawSolidRect(cx + std::cos(a) * rad - 2.f, cy + std::sin(a) * rad - 2.f, 4.f, 4.f,
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c);
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}
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}
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}
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static void drawOrientedBox(Graphics *gfx, float cx, float cy, float w, float h, float angle,
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const Color &c) {
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const float hw = w * 0.5f;
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const float hh = h * 0.5f;
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const float ca = std::cos(angle);
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const float sa = std::sin(angle);
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auto corner = [&](float lx, float ly, float &ox, float &oy) {
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ox = cx + lx * ca - ly * sa;
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oy = cy + lx * sa + ly * ca;
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};
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float x0, y0, x1, y1, x2, y2, x3, y3;
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corner(-hw, -hh, x0, y0);
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corner(hw, -hh, x1, y1);
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corner(hw, hh, x2, y2);
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corner(-hw, hh, x3, y3);
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auto edge = [&](float ax, float ay, float bx, float by) {
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const float dx = bx - ax;
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const float dy = by - ay;
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const float len = std::sqrt(dx * dx + dy * dy);
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const float steps = std::max(1.f, len / 3.f);
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for (float t = 0.f; t <= 1.f; t += 1.f / steps)
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gfx->drawSolidRect(ax + dx * t - 2.f, ay + dy * t - 2.f, 4.f, 4.f, c);
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};
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edge(x0, y0, x1, y1);
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edge(x1, y1, x2, y2);
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edge(x2, y2, x3, y3);
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edge(x3, y3, x0, y0);
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gfx->drawSolidRect(cx - 3.f, cy - 3.f, 6.f, 6.f, c);
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}
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TEST_CASE("box2d.render.fallingStackPreview") {
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auto *win = eve::window::Window::create();
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auto *gfx = Graphics::create();
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REQUIRE(win != nullptr);
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REQUIRE(gfx != nullptr);
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eve::window::WindowSettings s;
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s.width = 640;
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s.height = 480;
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s.centered = true;
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REQUIRE(win->setWindowSettings(s));
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auto *mod = Physics::create();
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mod->setMeter(30.f);
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std::unique_ptr<World> world(mod->newWorld(0.f, 1200.f, true));
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Body *ground = world->newBody("static", 320.f, 440.f);
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ground->newRectangleFixture(600.f, 30.f, 0.f, 0.6f, 0.1f);
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Body *ledge = world->newBody("static", 480.f, 280.f);
|
|
ledge->newRectangleFixture(180.f, 20.f, 0.f, 0.5f, 0.05f);
|
|
ledge->setAngle(0.25f);
|
|
|
|
struct Dyn {
|
|
Body *body;
|
|
float w, h;
|
|
bool circle;
|
|
Color color;
|
|
};
|
|
std::vector<Dyn> dyn;
|
|
const Color palette[] = {
|
|
Color(0.95f, 0.45f, 0.35f, 1.f), Color(0.35f, 0.75f, 0.95f, 1.f),
|
|
Color(0.45f, 0.9f, 0.5f, 1.f), Color(0.95f, 0.85f, 0.35f, 1.f),
|
|
Color(0.8f, 0.5f, 0.95f, 1.f),
|
|
};
|
|
for (int i = 0; i < 8; ++i) {
|
|
Body *b = world->newBody("dynamic", 220.f + float(i % 4) * 45.f, 40.f + float(i) * 28.f);
|
|
const bool circle = (i % 3 == 0);
|
|
if (circle) {
|
|
b->newCircleFixture(16.f, 1.f, 0.3f, 0.55f);
|
|
dyn.push_back({b, 32.f, 32.f, true, palette[i % 5]});
|
|
} else {
|
|
b->newRectangleFixture(34.f, 28.f, 1.f, 0.35f, 0.15f);
|
|
dyn.push_back({b, 34.f, 28.f, false, palette[i % 5]});
|
|
}
|
|
}
|
|
|
|
// Launch a fast ball into the stack.
|
|
Body *bullet = world->newBody("dynamic", 40.f, 200.f);
|
|
bullet->newCircleFixture(14.f, 1.f, 0.2f, 0.7f);
|
|
bullet->setLinearVelocity(520.f, -40.f);
|
|
dyn.push_back({bullet, 28.f, 28.f, true, Color(1.f, 1.f, 1.f, 1.f)});
|
|
|
|
gfx->setBackgroundColorRGBA(0.08f, 0.09f, 0.12f, 1.f);
|
|
float maxY = 0.f;
|
|
for (int frame = 0; frame < 120; ++frame) {
|
|
world->update(1.f / 60.f);
|
|
gfx->clearScreen();
|
|
|
|
drawOrientedBox(gfx, ground->getX(), ground->getY(), 600.f, 30.f, ground->getAngle(),
|
|
Color(0.35f, 0.38f, 0.45f, 1.f));
|
|
drawOrientedBox(gfx, ledge->getX(), ledge->getY(), 180.f, 20.f, ledge->getAngle(),
|
|
Color(0.45f, 0.42f, 0.38f, 1.f));
|
|
|
|
for (const Dyn &d : dyn) {
|
|
if (d.circle)
|
|
drawFilledCircle(gfx, d.body->getX(), d.body->getY(), d.w * 0.5f, d.color);
|
|
else
|
|
drawOrientedBox(gfx, d.body->getX(), d.body->getY(), d.w, d.h, d.body->getAngle(),
|
|
d.color);
|
|
maxY = std::max(maxY, d.body->getY());
|
|
}
|
|
|
|
gfx->present();
|
|
SDL_Event e;
|
|
while (SDL_PollEvent(&e)) {
|
|
if (e.type == SDL_QUIT) break;
|
|
}
|
|
SDL_Delay(16);
|
|
}
|
|
|
|
CHECK_GT(maxY, 200.f);
|
|
win->close();
|
|
}
|