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04-contact-listener.t
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04-contact-listener.t
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use strict;
use warnings;
use Box2D;
use Test::More;
my $vec = Box2D::b2Vec2->new(10,-10);
my $world = Box2D::b2World->new($vec, 1);
my $body_def = Box2D::b2BodyDef->new();
$body_def->position->Set(0.0, -10.0);
my $groundBody = $world->CreateBody($body_def);
my $groundBox = Box2D::b2PolygonShape->new();
$groundBox->SetAsBox(50.0, 10.0);
$groundBody->CreateFixture( $groundBox, 0.0 );
my $bodyDef = Box2D::b2BodyDef->new();
$bodyDef->type(Box2D::b2_dynamicBody);
is( $bodyDef->type(), 2, "returning enum" );
$bodyDef->position->Set(0.0, 4.0);
my $body = $world->CreateBody($bodyDef);
pass( "Create body for world " );
my $dynamicBox = Box2D::b2PolygonShape->new();
$dynamicBox->SetAsBox( 1.0, 1.0 );
pass( "Create box" );
my $fixtureDef = Box2D::b2FixtureDef->new();
$fixtureDef->shape( $dynamicBox );
$fixtureDef->density(1.0);
$fixtureDef->friction(0.3);
$body->CreateFixtureDef($fixtureDef);
pass( "Create fixture Def" );
my $timeStep = 1.0/60.0;
my $velocityIterations = 6;
my $positionIterations = 2;
#$world->SetContactListener( undef );
my $listener = Box2D::PerlContactListener->new();
my $beginContact = 0;
my $endContact = 0;
my $preSolve = 0;
my $postSolve = 0;
# if this runs at least callback fixtures work as well!
$listener->SetBeginContactSub(sub { warn "BeginContact!"; warn @_; $beginContact++;
my ($contact) = @_;
my $fixA = $contact->GetFixtureA();
my $fixB = $contact->GetFixtureB();
warn "$fixA $fixB";
my $posA = $fixA->GetBody()->GetPosition();
my $posB = $fixB->GetBody()->GetPosition();
warn $posA->x() . " " . $posA->y(). " ".$fixA->GetDensity();
warn $posB->x() . " " . $posB->y(). " ".$fixB->GetDensity();
} );
$listener->SetEndContactSub(sub { warn "EndContact!"; warn @_; $endContact++; } );
$listener->SetPreSolveSub(sub { #warn "PreSolve!"; warn @_;
$preSolve++; } );
$listener->SetPostSolveSub(sub {# warn "PostSolve!"; warn @_;
$postSolve++; });
warn "In Perl Code setting listener";
$world->SetContactListener( $listener );
foreach ( 0.. 20000 )
{
$world->Step( $timeStep, $velocityIterations, $positionIterations );
$world->ClearForces();
my $position = $body->GetPosition();
my $angle = $body->GetAngle();
#warn( "Position ". $position->x(). ", ". $position->y() ."\n" );
#warn( "Angle ".$angle."\n");
}
ok( $beginContact > 0, "beginContact doesn't work? $beginContact");
ok( $endContact > 0, "endContact doesn't work?");
ok( $preSolve > 0, "preSolve doesn't work?");
# disabling postSolve test til I understand it more
ok( $postSolve > 0, "postSolve doesn't work?");
pass( "Run step and clear forces");
pass("Made stuff and survived");
$world->DestroyBody( $body );
$body = undef;
pass("Destroyed the body");
done_testing;