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#include "simul/objet.h"
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Objet::Objet(b2World & world, Position p, Type type, Angle theta) : p(p), type(type), theta(theta)
{
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b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/100.,p.y/100.);
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bodyDef.angle = theta;
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body = world.CreateBody(&bodyDef);
if (type == blackCoin || type == whiteCoin )
{
b2CircleShape circle;
b2FixtureDef fixtureDef;
fixtureDef.shape = &circle;
circle.m_radius = 0.6f;
circle.m_p.Set(0.,0.);
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.4f;
fixtureDef.filter.maskBits = 0x3;
fixtureDef.filter.categoryBits = 0x1;
body->CreateFixture(&fixtureDef);
}
else
{
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b2Vec2 vertices[4];
vertices[0].Set(0.0f, 0.0f);
vertices[3].Set(-0.7f, 0.0f);
vertices[2].Set(-0.7f, 1.5f);
vertices[1].Set(0.0f, 1.5f);
int32 count = 4;
b2PolygonShape polygon;
polygon.Set(vertices, count);
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b2FixtureDef fixtureDef;
fixtureDef.shape = &polygon;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.4f;
fixtureDef.filter.maskBits = 0x3;
fixtureDef.filter.categoryBits = 0x1;
body->CreateFixture(&fixtureDef);
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}
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}
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Objet::~Objet()
{
//dtor
}
void Objet::paint(QPainter &pa)
{
switch (type)
{
case blackCoin:
{
pa.setBrush(QBrush(QColor("black")));
pa.setPen(QBrush(QColor("black")));
pa.drawEllipse(QPoint(p.x,-p.y),60,-60);
break;
}
case whiteCoin:
{
pa.setBrush(QBrush(QColor("white")));
pa.setPen(QBrush(QColor("white")));
pa.drawEllipse(QPoint(p.x,-p.y),60,-60);
break;
}
case goldBar:
{
pa.setBrush(QBrush(QColor("yellow")));
pa.setPen(QBrush(QColor("yellow")));
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pa.translate(QPointF(p.x-75,-p.y+35));
pa.rotate(theta*180/3.14);
pa.drawRect(0,0,150,-70);
pa.rotate(-theta*180/3.14);
pa.translate(QPointF(-p.x+75,p.y-35));
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break;
}
}
return;
}
void Objet::updatePos()
{
p.x = 100*body->GetPosition().x;
p.y = 100*body->GetPosition().y;
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theta = body->GetAngle();
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float friction = 0.5;
b2Vec2 velocity = body->GetLinearVelocity();
float32 speed = velocity.Length();
if(speed > FLT_EPSILON)
{
float32 newSpeed = speed - friction;
if(newSpeed < 0)
newSpeed = 0;
velocity *= newSpeed/speed;
body->SetLinearVelocity(velocity);
}
float angularFriction = 0.1;
float angular = body->GetAngularVelocity();
if(angular > 0)
{
angular -= angularFriction;
if(angular < 0)
angular = 0;
}
else
{
angular += angularFriction;
if(angular > 0)
angular = 0;
}
body->SetAngularVelocity(angular);
}