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@ -1,7 +1,7 @@ |
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#include "imgui.h" |
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#include "imgui.h" |
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#include "imgui-SFML.h" |
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#include "imgui-SFML.h" |
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#include <fmt/core.h> |
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#include <fmt/core.h> |
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#include <box2d/box2d.h> |
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#include <SFML/Graphics/CircleShape.hpp> |
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#include <SFML/Graphics/CircleShape.hpp> |
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#include <SFML/Graphics/RenderWindow.hpp> |
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#include <SFML/Graphics/RenderWindow.hpp> |
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#include <SFML/System.hpp> |
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#include <SFML/System.hpp> |
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@ -35,22 +35,55 @@ void Window_update(sf::RenderWindow &window, sf::Shape &shape) { |
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window.display(); |
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window.display(); |
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} |
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} |
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struct BoxTest { |
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b2Body *groundBody; |
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b2Body *body; |
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}; |
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struct BoxTest Box2d_setup(b2World &world) { |
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b2BodyDef groundBodyDef; |
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groundBodyDef.position.Set(0.0f, -10.0f); |
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b2Body *groundBody = world.CreateBody(&groundBodyDef); |
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b2PolygonShape groundBox; |
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groundBox.SetAsBox(50.0f, 10.0f); |
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groundBody->CreateFixture(&groundBox, 0.0f); |
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b2BodyDef bodyDef; |
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bodyDef.type = b2_dynamicBody; |
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bodyDef.position.Set(3.0f, 4.0f); |
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b2Body *body = world.CreateBody(&bodyDef); |
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b2PolygonShape dynamicBox; |
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dynamicBox.SetAsBox(1.0f, 1.0f); |
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b2FixtureDef fixtureDef; |
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fixtureDef.shape = &dynamicBox; |
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fixtureDef.density = 1.0f; |
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fixtureDef.friction = 0.3f; |
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body->CreateFixture(&fixtureDef); |
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BoxTest box {groundBody, body}; |
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return box; |
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} |
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int main() { |
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int main() { |
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fmt::print("Setting up a window for you...\n"); |
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fmt::print("Setting up a window for you...\n"); |
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sf::ContextSettings settings; |
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sf::ContextSettings settings; |
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settings.antialiasingLevel = 8; |
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settings.antialiasingLevel = 8; |
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sf::RenderWindow window(sf::VideoMode(1920, 1080), "Simple Game Demo", sf::Style::Default, settings); |
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sf::RenderWindow window(sf::VideoMode(720, 480), "Simple Game Demo", sf::Style::Default, settings); |
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// window.setFramerateLimit(60);
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// window.setFramerateLimit(60);
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window.setVerticalSyncEnabled(true); |
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window.setVerticalSyncEnabled(true); |
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ImGui_setup(window); |
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ImGui_setup(window); |
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sf::CircleShape shape(100.f, 4); |
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sf::CircleShape shape(50.f, 4); |
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sf::Vector2u size = window.getSize(); |
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sf::Vector2u winSize = window.getSize(); |
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shape.setPosition(size.x / 2, size.y / 2); |
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shape.setPosition(winSize.x / 2, winSize.y / 2); |
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shape.setOrigin(100.f, 100.f); |
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shape.setOrigin(50.f, 50.f); |
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shape.setFillColor(sf::Color(150, 50, 250)); |
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shape.setFillColor(sf::Color(150, 50, 250)); |
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shape.setOutlineThickness(10.f); |
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shape.setOutlineThickness(10.f); |
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shape.setOutlineColor(sf::Color(250, 150, 100)); |
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shape.setOutlineColor(sf::Color(250, 150, 100)); |
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@ -69,6 +102,14 @@ int main() { |
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thread.launch(); |
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thread.launch(); |
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b2Vec2 gravity(0.0f, -10.0f); |
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b2World world(gravity); |
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BoxTest box = Box2d_setup(world); |
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float timeStep = 1.0f / 60.0f; |
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int velocityIterations = 6; |
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int positionIterations = 2; |
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while (window.isOpen()) { |
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while (window.isOpen()) { |
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sf::Event event; |
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sf::Event event; |
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@ -96,8 +137,11 @@ int main() { |
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break; |
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break; |
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case sf::Event::MouseButtonPressed: |
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case sf::Event::MouseButtonPressed: |
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if(sf::Mouse::isButtonPressed(sf::Mouse::Left)) { |
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if(sf::Mouse::isButtonPressed(sf::Mouse::Left)) { |
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sf::Vector2i clickAt = sf::Mouse::getPosition(window); |
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b2Vec2 force(-200, 1000); |
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shape.setPosition(clickAt.x, clickAt.y); |
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box.body->ApplyForceToCenter(force, true); |
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} else if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) { |
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b2Vec2 force(200, 1000); |
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box.body->ApplyForceToCenter(force, true); |
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} |
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} |
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break; |
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break; |
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} |
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} |
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@ -110,8 +154,13 @@ int main() { |
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tick = since; |
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tick = since; |
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} |
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} |
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world.Step(timeStep, velocityIterations, positionIterations); |
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b2Vec2 position = box.body->GetPosition(); |
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float angle = box.body->GetAngle(); |
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shape.setPosition(position.x * 100.0f, winSize.y - position.y * 100.0f); |
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shape.setRotation(angle * 180.0f / M_PI); |
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shape.rotate(1); |
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ImGui_update(window, deltaClock, tick); |
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ImGui_update(window, deltaClock, tick); |
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Window_update(window, shape); |
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Window_update(window, shape); |
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