背景和头像缺失
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102
cocos2d/tests/cpp-tests/Classes/Box2DTestBed/Tests/Mobile.h
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102
cocos2d/tests/cpp-tests/Classes/Box2DTestBed/Tests/Mobile.h
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef MOBILE_H
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#define MOBILE_H
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class Mobile : public Test
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{
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public:
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enum
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{
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e_depth = 4
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};
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Mobile()
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{
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b2Body* ground;
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// Create ground body.
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{
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b2BodyDef bodyDef;
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bodyDef.position.Set(0.0f, 5.0f);
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ground = m_world->CreateBody(&bodyDef);
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}
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float32 a = 0.5f;
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b2Vec2 h(0.0f, a);
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b2Body* root = AddNode(ground, b2Vec2_zero, 0, 3.0f, a);
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b2RevoluteJointDef jointDef;
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jointDef.bodyA = ground;
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jointDef.bodyB = root;
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jointDef.localAnchorA.SetZero();
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jointDef.localAnchorB = h;
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m_world->CreateJoint(&jointDef);
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}
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b2Body* AddNode(b2Body* parent, const b2Vec2& localAnchor, int32 depth, float32 offset, float32 a)
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{
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float32 density = 20.0f;
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b2Vec2 h(0.0f, a);
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b2Vec2 p = parent->GetPosition() + localAnchor - h;
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b2BodyDef bodyDef;
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bodyDef.type = b2_dynamicBody;
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bodyDef.position = p;
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b2Body* body = m_world->CreateBody(&bodyDef);
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b2PolygonShape shape;
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shape.SetAsBox(0.25f * a, a);
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body->CreateFixture(&shape, density);
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if (depth == e_depth)
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{
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return body;
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}
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b2Vec2 a1 = b2Vec2(offset, -a);
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b2Vec2 a2 = b2Vec2(-offset, -a);
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b2Body* body1 = AddNode(body, a1, depth + 1, 0.5f * offset, a);
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b2Body* body2 = AddNode(body, a2, depth + 1, 0.5f * offset, a);
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b2RevoluteJointDef jointDef;
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jointDef.bodyA = body;
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jointDef.localAnchorB = h;
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jointDef.localAnchorA = a1;
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jointDef.bodyB = body1;
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m_world->CreateJoint(&jointDef);
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jointDef.localAnchorA = a2;
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jointDef.bodyB = body2;
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m_world->CreateJoint(&jointDef);
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return body;
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}
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static Test* Create()
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{
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return new Mobile;
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}
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};
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#endif
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