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124 lines (101 loc) · 4.27 KB
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// Group: Null
// Names: Andrew Sumsion, Dillon Otto, Sam Bennett, Saoud Aldowaish
// Course: CS3505
// Assignment: A8
#include <Box2D/Box2D.h>
#include <QApplication>
#include "mainwindow.h"
#include <stdio.h>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MainWindow w;
w.show();
return a.exec();
}
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
// #include <Box2D/Box2D.h>
// #include <QApplication>
// #include "mainwindow.h"
// #include <stdio.h>
// // This is a simple example of building and running a simulation
// // using Box2D. Here we create a large ground box and a small dynamic
// // box.
// // There are no graphics for this example. Box2D is meant to be used
// // with your rendering engine in your game engine.
// int main(int argc, char** argv)
// {
// QApplication a(argc, argv);
// MainWindow w;
// w.show();
// // Define the gravity vector.
// b2Vec2 gravity(0.0f, -10.0f);
// // Construct a world object, which will hold and simulate the rigid bodies.
// b2World world(gravity);
// // Define the ground body.
// b2BodyDef groundBodyDef;
// groundBodyDef.position.Set(0.0f, -10.0f);
// // Call the body factory which allocates memory for the ground body
// // from a pool and creates the ground box shape (also from a pool).
// // The body is also added to the world.
// b2Body* groundBody = world.CreateBody(&groundBodyDef);
// // Define the ground box shape.
// b2PolygonShape groundBox;
// // The extents are the half-widths of the box.
// groundBox.SetAsBox(50.0f, 10.0f);
// // Add the ground fixture to the ground body.
// groundBody->CreateFixture(&groundBox, 0.0f);
// // Define the dynamic body. We set its position and call the body factory.
// b2BodyDef bodyDef;
// bodyDef.type = b2_dynamicBody;
// bodyDef.position.Set(0.0f, 4.0f);
// b2Body* body = world.CreateBody(&bodyDef);
// // Define another box shape for our dynamic body.
// b2PolygonShape dynamicBox;
// dynamicBox.SetAsBox(1.0f, 1.0f);
// // Define the dynamic body fixture.
// b2FixtureDef fixtureDef;
// fixtureDef.shape = &dynamicBox;
// // Set the box density to be non-zero, so it will be dynamic.
// fixtureDef.density = 1.0f;
// // Override the default friction.
// fixtureDef.friction = 0.3f;
// // Add the shape to the body.
// body->CreateFixture(&fixtureDef);
// // Prepare for simulation. Typically we use a time step of 1/60 of a
// // second (60Hz) and 10 iterations. This provides a high quality simulation
// // in most game scenarios.
// float32 timeStep = 1.0f / 60.0f;
// int32 velocityIterations = 6;
// int32 positionIterations = 2;
// // This is our little game loop.
// for (int32 i = 0; i < 60; ++i)
// {
// // Instruct the world to perform a single step of simulation.
// // It is generally best to keep the time step and iterations fixed.
// world.Step(timeStep, velocityIterations, positionIterations);
// // Now print the position and angle of the body.
// b2Vec2 position = body->GetPosition();
// float32 angle = body->GetAngle();
// // printf("%4.2f %4.2f %4.2f\n", position.x, position.y, angle);
// }
// // When the world destructor is called, all bodies and joints are freed. This can
// // create orphaned pointers, so be careful about your world management.
// return a.exec();
// }