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한 오브젝트에 여러개의 Shape을 추가해 충돌을 감지해 보자.

XXXShape이나 FixtureDef를 CreateFixture()에 전달하면 충돌 감지기가 추가된다.

 

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#include <iostream>
#include "SDL.h"
#include "box2d/box2d.h"
 
class DebugDrawer : public b2Draw
{
public:
    DebugDrawer(SDL_Renderer* renderer) {
        this->renderer = renderer;
    }
private:
    SDL_Renderer* renderer;
    void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) {}
    void DrawPoint(const b2Vec2& p, float sizeconst b2Color& color) {}
    void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) {
        SDL_SetRenderDrawColor(renderer, 25500, SDL_ALPHA_OPAQUE);
        SDL_FRect* rect = new SDL_FRect{ vertices[0].x, vertices[0].y, vertices[1].x
            - vertices[0].x, vertices[3].y - vertices[0].y };
        SDL_RenderDrawRectF(renderer, rect);
    }
    void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) {}
    void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) {}
    void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) {}
    void DrawTransform(const b2Transform& xf) {}
};
 
int main(int argc, char* argv[]) {
    SDL_Init(SDL_INIT_VIDEO);
    SDL_Window* window = SDL_CreateWindow("SDL Test", SDL_WINDOWPOS_UNDEFINED,
        SDL_WINDOWPOS_UNDEFINED, 640480, SDL_WINDOW_RESIZABLE);
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -10);
    SDL_Surface* playerSurface = SDL_LoadBMP("player.bmp");
    SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, playerSurface);
 
    // World 정의
    b2Vec2 gravity(0.0f, 9.8f);
    b2World world(gravity);
 
    // DebugDraw 정의
    DebugDrawer* debugDrawer = new DebugDrawer(renderer);
    debugDrawer->SetFlags(b2Draw::e_shapeBit | b2Draw::e_jointBit |
        b2Draw::e_centerOfMassBit | b2Draw::e_aabbBit | b2Draw::e_pairBit);
    world.SetDebugDraw(debugDrawer);
 
    // Player 정의
    b2BodyDef playerBodyDef;
    playerBodyDef.type = b2_dynamicBody;
    playerBodyDef.position.Set(0.0f, 0.0f);
    playerBodyDef.linearVelocity = b2Vec2(50.0f, 0.0f);
    playerBodyDef.angularVelocity = 0.2f;
    b2Body* playerBody = world.CreateBody(&playerBodyDef);
    b2PolygonShape dynamicBox;
    dynamicBox.SetAsBox((float)playerSurface->/ 2, (float)playerSurface->/ 2);
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &dynamicBox;
    fixtureDef.density = 1.0f;
    fixtureDef.friction = 0.3f;
    fixtureDef.restitution = 0.5f;
    playerBody->CreateFixture(&fixtureDef);
    // Player에 shape 추가
    b2PolygonShape another;
    another.SetAsBox(1040, b2Vec2(0-60), 0.0f);
    playerBody->CreateFixture(&another, 1.0f);
    // Creates a fixture from a shape and attach it to this body. This is a convenience function.
    // Use b2FixtureDef if you need to set parameters like friction, restitution, user data, or
    // filtering. If the density is non-zero, this function automatically updates the mass of the body.
    /*
    b2Fixture* temp = NULL;
    for (b2Fixture* fix = playerBody->GetFixtureList(); fix; fix=fix->GetNext()) {
        std::cout << fix->GetFriction() << std::endl;
        if (fix->GetFriction() == 0.2f)
            temp = fix;
        // 여기서 바로 playerBody->DestroyFixture()를 호출하면 fix가 파괴되어 GetNext()를 호출 할 수
        // 없게 된다. 임시 변수에 저장하고 for문을 벗어나면 파괴하자.
    }
    if (temp != NULL)
        playerBody->DestroyFixture(temp);
    // 이 예제에서는 Friction값을 비교해서 삭제할 Fixture를 선택했지만 필요하다면
    // UserData를 설정해서 비교하자.
    */
 
    // Ground 정의
    b2BodyDef groundBodyDef;
    groundBodyDef.position.Set(0.0f, 400.0f);
    b2Body* groundBody = world.CreateBody(&groundBodyDef);
    b2PolygonShape groundBox;
    groundBox.SetAsBox(500.0f, 0.0f);
    SDL_Rect groundRect = { 040050010 };
    groundBody->CreateFixture(&groundBox, 0.0f);
 
    // Wall 정의
    b2BodyDef wallBodyDef;
    wallBodyDef.position.Set(300.0f, 0.0f);
    b2Body* wallBody = world.CreateBody(&wallBodyDef);
    b2PolygonShape wallBox;
    wallBox.SetAsBox(0.0f, 480.0f);
    SDL_Rect wallRect = { 300010480 };
    wallBody->CreateFixture(&wallBox, 0.0f);
 
    float timeStep = 1.0f / 500.0f;
    int velocityIterations = 6;
    int positionIterations = 2;
 
    SDL_Event event;
    bool quit = false;
 
    while (!quit) {
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_QUIT:
                quit = true;
                break;
            case SDL_KEYDOWN:
                printf("Key pressed: %s\n", SDL_GetKeyName(event.key.keysym.sym));
                if (event.key.keysym.sym == SDLK_SPACE) {
                    playerBody->SetTransform(b2Vec2(0.0f, 0.0f), 0.0f);
                    playerBody->SetLinearVelocity(b2Vec2(50.0f, 0.0f));
                    playerBody->SetAngularVelocity(0.2f);
                }
                if (event.key.keysym.sym == SDLK_ESCAPE)
                    quit = true;
                break;
 
            default:
                break;
            }
        }
 
        world.Step(timeStep, velocityIterations, positionIterations);
 
        SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        // Ground 그리기
        SDL_SetRenderDrawColor(renderer, 22014020, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRect(renderer, &groundRect);
 
        // Wall 그리기
        SDL_SetRenderDrawColor(renderer, 646464, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRect(renderer, &wallRect);
 
        // Player 그리기        
        b2Vec2 playerPosition = playerBody->GetPosition();
        SDL_Rect destRect = { (int)playerPosition.x - playerSurface->/ 2,
            (int)playerPosition.y - playerSurface->/ 2, playerSurface->w, playerSurface->h };
        SDL_RendererFlip flip = SDL_FLIP_NONE;
        float angle = playerBody->GetAngle() * (180 / (float)M_PI);
        SDL_RenderCopyEx(renderer, texture, NULL&destRect, angle, NULL, flip);
 
        // 가장 마지막에 DebugDraw 그리기
        world.DebugDraw();
 
        SDL_RenderPresent(renderer);
    }
 
    delete debugDrawer;
 
    SDL_DestroyTexture(texture);
    SDL_FreeSurface(playerSurface);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
 
    return 0;
}
 

 

코드를 입력하고 빌드한다.

 

실행하면 공룡의 뿔같은 충돌 감지기가 추가된 모습이 보인다.

 

뿔 처럼 생긴 충돌 감지기는 크기, 위치, Density만 설정되어있다.

 

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Posted by J-sean
:
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Box2D DebugDraw를 사용해 보자.

 

b2Draw 클래스를 상속해 DebugDraw 클래스를 만들고 사용하면 된다.

 

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#include <iostream>
#include "SDL.h"
#include "box2d/box2d.h"
 
class DebugDrawer : public b2Draw
{
public:
    DebugDrawer(SDL_Renderer* renderer) {
        this->renderer = renderer;
    }
private:
    SDL_Renderer* renderer;
    void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) {}
    void DrawPoint(const b2Vec2& p, float sizeconst b2Color& color) {}
    void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) {
        SDL_SetRenderDrawColor(renderer, 25500, SDL_ALPHA_OPAQUE);
        SDL_FRect* rect = new SDL_FRect{ vertices[0].x, vertices[0].y, vertices[1].x
            - vertices[0].x, vertices[3].y - vertices[0].y };
        SDL_RenderDrawRectF(renderer, rect);
    }
    void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) {}
    void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) {}
    void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) {}
    void DrawTransform(const b2Transform& xf) {}
};
 
int main(int argc, char* argv[]) {
    SDL_Init(SDL_INIT_VIDEO);
    SDL_Window* window = SDL_CreateWindow("SDL Test", SDL_WINDOWPOS_UNDEFINED,
        SDL_WINDOWPOS_UNDEFINED, 640480, SDL_WINDOW_RESIZABLE);
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -10);
    SDL_Surface* playerSurface = SDL_LoadBMP("player.bmp");
    SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, playerSurface);
 
    // World 정의
    b2Vec2 gravity(0.0f, 9.8f);
    b2World world(gravity);
 
    // DebugDraw 정의
    DebugDrawer* debugDrawer = new DebugDrawer(renderer);
    debugDrawer->SetFlags(b2Draw::e_shapeBit | b2Draw::e_jointBit |
        b2Draw::e_centerOfMassBit | b2Draw::e_aabbBit | b2Draw::e_pairBit);
    world.SetDebugDraw(debugDrawer);
 
    // Player 정의
    b2BodyDef playerBodyDef;
    playerBodyDef.type = b2_dynamicBody;
    playerBodyDef.position.Set(0.0f, 0.0f);
    playerBodyDef.linearVelocity = b2Vec2(50.0f, 0.0f);
    playerBodyDef.angularVelocity = 0.2f;
    b2Body* playerBody = world.CreateBody(&playerBodyDef);
    b2PolygonShape dynamicBox;
    dynamicBox.SetAsBox((float)playerSurface->/ 2, (float)playerSurface->/ 2);
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &dynamicBox;
    fixtureDef.density = 1.0f;
    fixtureDef.friction = 0.3f;
    fixtureDef.restitution = 0.5f;
    playerBody->CreateFixture(&fixtureDef);
 
    // Ground 정의
    b2BodyDef groundBodyDef;
    groundBodyDef.position.Set(0.0f, 400.0f);
    b2Body* groundBody = world.CreateBody(&groundBodyDef);
    b2PolygonShape groundBox;
    groundBox.SetAsBox(500.0f, 0.0f);
    SDL_Rect groundRect = { 040050010 };
    groundBody->CreateFixture(&groundBox, 0.0f);
 
    // Wall 정의
    b2BodyDef wallBodyDef;
    wallBodyDef.position.Set(300.0f, 0.0f);
    b2Body* wallBody = world.CreateBody(&wallBodyDef);
    b2PolygonShape wallBox;
    wallBox.SetAsBox(0.0f, 480.0f);
    SDL_Rect wallRect = { 300010480 };
    wallBody->CreateFixture(&wallBox, 0.0f);
 
    float timeStep = 1.0f / 500.0f;
    int velocityIterations = 6;
    int positionIterations = 2;
 
    SDL_Event event;
    bool quit = false;
 
    while (!quit) {
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_QUIT:
                quit = true;
                break;
            case SDL_KEYDOWN:
                printf("Key pressed: %s\n", SDL_GetKeyName(event.key.keysym.sym));
                if (event.key.keysym.sym == SDLK_SPACE) {
                    playerBody->SetTransform(b2Vec2(0.0f, 0.0f), 0.0f);
                    playerBody->SetLinearVelocity(b2Vec2(50.0f, 0.0f));
                    playerBody->SetAngularVelocity(0.2f);
                }
                if (event.key.keysym.sym == SDLK_ESCAPE)
                    quit = true;
                break;
 
            default:
                break;
            }
        }
 
        world.Step(timeStep, velocityIterations, positionIterations);
 
        SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        // Ground 그리기
        SDL_SetRenderDrawColor(renderer, 22014020, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRect(renderer, &groundRect);
 
        // Wall 그리기
        SDL_SetRenderDrawColor(renderer, 646464, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRect(renderer, &wallRect);
 
        // Player 그리기        
        b2Vec2 playerPosition = playerBody->GetPosition();
        SDL_Rect destRect = { (int)playerPosition.x - playerSurface->/ 2,
            (int)playerPosition.y - playerSurface->/ 2, playerSurface->w, playerSurface->h };
        SDL_RendererFlip flip = SDL_FLIP_NONE;
        float angle = playerBody->GetAngle() * (180 / (float)M_PI);
        SDL_RenderCopyEx(renderer, texture, NULL&destRect, angle, NULL, flip);
 
        // 가장 마지막에 DebugDraw 그리기
        world.DebugDraw();
 
        SDL_RenderPresent(renderer);
    }
 
    // debugDrawer 해제
    delete debugDrawer;
 
    SDL_DestroyTexture(texture);
    SDL_FreeSurface(playerSurface);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
 
    return 0;
}
 

 

코드를 입력하고 빌드한다.

 

위 GIF 이미지에서 잘 보이지 않지만 모든 오브젝트의 Shape에 빨간 폴리곤이 그려진다.

 

실제로는 빨간 폴리곤이 잘 보인다.

 

※ 참고

Box2D b2Draw

 

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Posted by J-sean
:
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충돌을 감지하고 어떤 오브젝트가 충돌했는지 확인해 보자.

 

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#include <iostream>
#include "SDL.h"
#include "box2d/box2d.h"
 
int main(int argc, char* argv[]) {
    SDL_Init(SDL_INIT_VIDEO);
    SDL_Window* window = SDL_CreateWindow("SDL Test", SDL_WINDOWPOS_UNDEFINED,
        SDL_WINDOWPOS_UNDEFINED, 640480, SDL_WINDOW_RESIZABLE);
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -10);
    SDL_Surface* playerSurface = SDL_LoadBMP("player.bmp");
    SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, playerSurface);
 
    // World 정의
    b2Vec2 gravity(0.0f, 9.8f);
    b2World world(gravity);
 
    // Player 정의
    b2BodyDef playerBodyDef;
    playerBodyDef.type = b2_dynamicBody;
    playerBodyDef.position.Set(0.0f, 0.0f);
    playerBodyDef.linearVelocity = b2Vec2(50.0f, 0.0f);
    playerBodyDef.angularVelocity = 0.2f;
    b2Body* playerBody = world.CreateBody(&playerBodyDef);
    b2PolygonShape dynamicBox;
    dynamicBox.SetAsBox((float)playerSurface->/ 2, (float)playerSurface->/ 2);
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &dynamicBox;
    fixtureDef.density = 1.0f;
    fixtureDef.friction = 0.3f;
    fixtureDef.restitution = 0.5f;
    playerBody->CreateFixture(&fixtureDef);
    // Player 유저 정보
    const char* playerName = "Player";
    playerBody->GetUserData().pointer = reinterpret_cast<uintptr_t>(playerName);
 
    // Ground 정의
    b2BodyDef groundBodyDef;
    groundBodyDef.position.Set(0.0f, 400.0f);
    b2Body* groundBody = world.CreateBody(&groundBodyDef);
    b2PolygonShape groundBox;
    groundBox.SetAsBox(500.0f, 0.0f);
    SDL_Rect groundRect = { 040050010 };
    groundBody->CreateFixture(&groundBox, 0.0f);
    // Ground 유저 정보
    const char* groundName = "Ground";
    groundBody->GetUserData().pointer = reinterpret_cast<uintptr_t>(groundName);
 
    // Wall 정의
    b2BodyDef wallBodyDef;
    wallBodyDef.position.Set(300.0f, 0.0f);
    b2Body* wallBody = world.CreateBody(&wallBodyDef);
    b2PolygonShape wallBox;
    wallBox.SetAsBox(0.0f, 480.0f);
    SDL_Rect wallRect = { 300010480 };
    wallBody->CreateFixture(&wallBox, 0.0f);
    // Wall 유저 정보
    const char* wallName = "Wall";
    wallBody->GetUserData().pointer = reinterpret_cast<uintptr_t>(wallName);
 
    float timeStep = 1.0f / 500.0f;
    int velocityIterations = 6;
    int positionIterations = 2;
 
    SDL_Event event;
    bool quit = false;
 
    while (!quit) {
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_QUIT:
                quit = true;
                break;
            case SDL_KEYDOWN:
                printf("Key pressed: %s\n", SDL_GetKeyName(event.key.keysym.sym));
                if (event.key.keysym.sym == SDLK_SPACE) {
                    playerBody->SetTransform(b2Vec2(0.0f, 0.0f), 0.0f);
                    playerBody->SetLinearVelocity(b2Vec2(50.0f, 0.0f));
                    playerBody->SetAngularVelocity(0.2f);
                }
                if (event.key.keysym.sym == SDLK_ESCAPE)
                    quit = true;
                break;
 
            default:
                break;
            }
        }
 
        world.Step(timeStep, velocityIterations, positionIterations);
 
        for (b2Contact* c = world.GetContactList(); c; c = c->GetNext())
        {
            if (c->IsTouching()) {
                printf("FixtureA: %s\n", (char*)(c->GetFixtureA()->GetBody()->GetUserData().pointer));
                printf("FixtureB: %s\n", (char*)(c->GetFixtureB()->GetBody()->GetUserData().pointer));
                printf("Count: %d\n", c->GetManifold()->pointCount);
            }
            //if (c->GetFixtureA()->IsSensor() == false)
                //c->GetFixtureA()->SetSensor(true);
        }
        // A very important point to note if you do this, is that the existence of a contact in these
        // lists does not mean that the two fixtures of the contact are actually touching - it only
        // means their AABBs are touching. If you want to know if the fixtures themselves are really
        // touching you can use c->IsTouching() to check.
 
        SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        // Ground 그리기
        SDL_SetRenderDrawColor(renderer, 22014020, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRect(renderer, &groundRect);
 
        // Wall 그리기
        SDL_SetRenderDrawColor(renderer, 646464, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRect(renderer, &wallRect);
 
        // Player 그리기        
        b2Vec2 playerPosition = playerBody->GetPosition();
        SDL_Rect destRect = { (int)playerPosition.x - playerSurface->/ 2,
            (int)playerPosition.y - playerSurface->/ 2, playerSurface->w, playerSurface->h };
        SDL_RendererFlip flip = SDL_FLIP_NONE;
        float angle = playerBody->GetAngle() * (180 / (float)M_PI);
 
        SDL_RenderCopyEx(renderer, texture, NULL&destRect, angle, NULL, flip);
        SDL_RenderPresent(renderer);
    }
 
    SDL_DestroyTexture(texture);
    SDL_FreeSurface(playerSurface);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
 
    return 0;
}
 

 

코드를 작성하고 빌드한다.

오브젝트 UserData 설정시 SetUserData()를 사용하면 안된다는 것에 주의한다. (아래 참고 참조)

 

실행하면 Player 오브젝트가 던져지고 벽과 바닥에 부딪힌다.

 

부딪힌 오브젝트와 몇 개의 포인트에서 충돌이 발생한지 확인 할 수 있다.

 

바닥에 완전히 정지하면 2개 포인트에서 충돌이 계속 발생한다.

 

※ 참고

Box2D Collision Module

Box2D Dynamic Module - Contacts

Box2D UserData

Box2D SetUserData()

 

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Posted by J-sean
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SDL과 2D Rigid Body Simulation Library Box2D를 사용해 보자.

 

아래 링크에서 Box2D를 다운로드 받고 빌드한다. (CMake를 설치하고 build.bat를 실행하면 된다)

빌드가 완료되면 비주얼 스튜디오 프로젝트를 만들고 Include, Library 디렉토리를 적당히 설정한다.

Box2D

 

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#include <iostream>
#include "SDL.h"
#include "box2d/box2d.h"
 
int main(int argc, char* argv[]) {
    SDL_Init(SDL_INIT_VIDEO);
    SDL_Window* window = SDL_CreateWindow("SDL Test", SDL_WINDOWPOS_UNDEFINED,
        SDL_WINDOWPOS_UNDEFINED, 640480, SDL_WINDOW_RESIZABLE);
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -10);
    SDL_Surface* playerSurface = SDL_LoadBMP("player.bmp");
    SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, playerSurface);
 
    // World 정의
    b2Vec2 gravity(0.0f, 9.8f);
    b2World world(gravity);
 
    // Player 정의
    b2BodyDef playerBodyDef;
    playerBodyDef.type = b2_dynamicBody;
    playerBodyDef.position.Set(0.0f, 0.0f);
    playerBodyDef.linearVelocity = b2Vec2(50.0f, 0.0f);
    playerBodyDef.angularVelocity = 0.2f;
    b2Body* playerBody = world.CreateBody(&playerBodyDef);
 
    b2PolygonShape dynamicBox;
    dynamicBox.SetAsBox((float)playerSurface->/ 2, (float)playerSurface->/ 2);
 
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &dynamicBox;
    fixtureDef.density = 1.0f;
    fixtureDef.friction = 0.3f;
    fixtureDef.restitution = 0.5f;
 
    playerBody->CreateFixture(&fixtureDef);
 
    // Ground 정의
    b2BodyDef groundBodyDef;
    groundBodyDef.position.Set(0.0f, 400.0f);
    b2Body* groundBody = world.CreateBody(&groundBodyDef);
 
    b2PolygonShape groundBox;
    groundBox.SetAsBox(500.0f, 0.0f);
 
    SDL_Rect groundRect = { 040050010 };
 
    groundBody->CreateFixture(&groundBox, 0.0f);
 
    // Wall 정의
    b2BodyDef wallBodyDef;
    wallBodyDef.position.Set(300.0f, 0.0f);
    b2Body* wallBody = world.CreateBody(&wallBodyDef);
 
    b2PolygonShape wallBox;
    wallBox.SetAsBox(0.0f, 480.0f);
 
    SDL_Rect wallRect = { 300010480 };
 
    wallBody->CreateFixture(&wallBox, 0.0f);
 
    float timeStep = 1.0f / 500.0f;
    int velocityIterations = 6;
    int positionIterations = 2;
 
    SDL_Event event;
    bool quit = false;
 
    while (!quit) {
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_QUIT:
                quit = true;
                break;
            case SDL_KEYDOWN:
                printf("Key pressed: %s\n", SDL_GetKeyName(event.key.keysym.sym));
                if (event.key.keysym.sym == SDLK_SPACE) {
                    playerBody->SetTransform(b2Vec2(0.0f, 0.0f), 0.0f);
                    playerBody->SetLinearVelocity(b2Vec2(50.0f, 0.0f));
                    playerBody->SetAngularVelocity(0.2f);
                }
                if (event.key.keysym.sym == SDLK_ESCAPE)
                    quit = true;
                break;
 
            default:
                break;
            }
        }
 
        world.Step(timeStep, velocityIterations, positionIterations);
 
        SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        // Ground 그리기
        SDL_SetRenderDrawColor(renderer, 22014020, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRect(renderer, &groundRect);
 
        // Wall 그리기
        SDL_SetRenderDrawColor(renderer, 646464, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRect(renderer, &wallRect);
 
        // Player 그리기        
        b2Vec2 playerPosition = playerBody->GetPosition();
        SDL_Rect destRect = { (int)playerPosition.x - playerSurface->/ 2,
            (int)playerPosition.y - playerSurface->/ 2, playerSurface->w, playerSurface->h };
        SDL_RendererFlip flip = SDL_FLIP_NONE;
        float angle = playerBody->GetAngle() * (180 / (float)M_PI);
 
        //printf("%4.2f %4.2f %4.2f\n", playerPosition.x, playerPosition.y, angle);
 
        SDL_RenderCopyEx(renderer, texture, NULL&destRect, angle, NULL, flip);
        SDL_RenderPresent(renderer);
    }
 
    SDL_DestroyTexture(texture);
    SDL_FreeSurface(playerSurface);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
 
    return 0;
}
 

 

코드를 입력하고 빌드한다.

 

GIF 캡쳐 과정에서 화질이 많이 떨어졌지만 강체들의 물리 반응을 확인할 수 있다.

 

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    // Player 정의
    b2BodyDef playerBodyDef;
    playerBodyDef.type = b2_dynamicBody;
    playerBodyDef.position.Set(0.0f, 0.0f);
    playerBodyDef.linearVelocity = b2Vec2(30.0f, 0.0f);
    playerBodyDef.angularVelocity = 1.0f;
    b2Body* playerBody = world.CreateBody(&playerBodyDef);
 
    //b2PolygonShape dynamicBox;
    //dynamicBox.SetAsBox((float)playerSurface->w / 2, (float)playerSurface->h / 2);
    b2CircleShape dynamicBox;
    dynamicBox.m_radius = (float)playerSurface->/ 2;
 
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &dynamicBox;
    fixtureDef.density = 1.0f;
    fixtureDef.friction = 0.3f;
    fixtureDef.restitution = 0.5f;
 
    playerBody->CreateFixture(&fixtureDef);
 

 

Player 캐릭터의 충돌을 감지하는 Shape을 원으로 바꿔보자.

 

스프라이트는 사각형이지만 Circle Shape의 움직임을 보여준다.

 

※ 참고

Box2D Documentation

 

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Posted by J-sean
:

[SDL] SDL OpenCV

SDL 2024. 1. 27. 01:00 |
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SDL에서 OpenCV를 사용해 보자.

 

아래와 같이 비주얼 스튜디오에서 SDL과 OpenCV를 사용할 수 있도록 적절히 세팅한다.

 

 

 

 

 

 

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#include <iostream>
#include "SDL.h"
#include "opencv2/opencv.hpp"
 
int main(int argc, char* argv[]) {
    SDL_Init(SDL_INIT_VIDEO);
    SDL_Window* window = SDL_CreateWindow("SDL Test", SDL_WINDOWPOS_UNDEFINED,
        SDL_WINDOWPOS_UNDEFINED, 640480, SDL_WINDOW_RESIZABLE);
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -10);
 
    //////////////////// cv::Mat to SDL_Texture ////////////////////
    cv::Mat image = cv::imread("image.png", cv::IMREAD_COLOR);
    SDL_Rect destRect = { 00, image.cols, image.rows };
    SDL_Texture* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_BGR24,
        SDL_TEXTUREACCESS_STREAMING, image.cols, image.rows);
    SDL_UpdateTexture(texture, NULL, (void*)image.data, image.step1());
    // SDL_UpdateTexture() 대신 아래 주석 처리된 코드를 사용할 수도 있다.
    // #include <opencv2/core/types_c.h> 필요.
 
    /*
    IplImage iplImage = cvIplImage(image);
    unsigned char* texture_data = NULL;
    int texture_pitch = 0;
    SDL_LockTexture(texture, 0, (void**)&texture_data, &texture_pitch);
    memcpy(texture_data, (void*)iplImage.imageData,
        iplImage.width * iplImage.height * iplImage.nChannels);
    SDL_UnlockTexture(texture);
    */
    ////////////////////////////////////////////////////////////////
 
    SDL_Event event;
    bool quit = false;
 
    while (!quit) {
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_QUIT:
                quit = true;
                break;
            case SDL_KEYDOWN:
                printf("Key pressed: %s\n", SDL_GetKeyName(event.key.keysym.sym));
                if (event.key.keysym.sym == SDLK_ESCAPE)
                    quit = true;
                break;
            default:
                break;
            }
        }
 
        SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
        SDL_RenderCopy(renderer, texture, NULL&destRect);
        SDL_RenderPresent(renderer);
    }
 
    SDL_DestroyTexture(texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
 
    return 0;
}
 

 

코드를 작성하고 빌드한다.

 

실행하면 이미지가 출력된다.

 

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Posted by J-sean
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SDL에서 ImGui를 이용해 간단한 그래픽 유저 인터페이스를 구현해 보자.

 

비주얼 스튜디오에서 C++ 프로젝트를 만들고 소스파일(Source.cpp)을 추가한다.

SDL을 사용하기 위한 Include, Library 디렉토리 설정 등을 진행하고 ..\imgui-1.90.1\backends 에서 imgui_impl_sdl2.*, imgui_impl_sdlrenderer2.* 파일들을 복사한다. 나머지 파일들은 ..\imgui-1.90.1 에서 복사한다.

 

필터(ImGui)를 추가하고 복사한 파일들을 프로젝트에 추가한다.

 

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#include <iostream>
#include "SDL.h"
#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlrenderer2.h"
 
int main(int argc, char* argv[]) {
    SDL_Init(SDL_INIT_VIDEO);
    SDL_Window* window = SDL_CreateWindow("SDL Test", SDL_WINDOWPOS_UNDEFINED,
        SDL_WINDOWPOS_UNDEFINED, 640480, SDL_WINDOW_RESIZABLE);
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -10);
 
    // Setup Dear ImGui context
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO();
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
    //io.Fonts->AddFontFromFileTTF("newfont.ttf", 20);
    // If no fonts are loaded, dear imgui will use the default font.
 
    // Setup Dear ImGui style    
    ImGui::StyleColorsLight();
    //ImGui::StyleColorsDark();
 
    // Setup Platform/Renderer backends
    ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
    ImGui_ImplSDLRenderer2_Init(renderer);
 
    // Our state
    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
 
    SDL_Event event;
    bool quit = false;
 
    // Poll and handle events (inputs, window resize, etc.)
    // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to
    // use your inputs.
    // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or
    // clear/overwrite your copy of the mouse data.
    // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application,
    // or clear/overwrite your copy of the keyboard data.
    // Generally you may always pass all inputs to dear imgui, and hide them from your application based on
    // those two flags.
    while (!quit) {
        while (SDL_PollEvent(&event)) {
            ImGui_ImplSDL2_ProcessEvent(&event);
            switch (event.type) {
            case SDL_QUIT:
                quit = true;
                break;
            case SDL_KEYDOWN:
                printf("Key pressed: %s\n", SDL_GetKeyName(event.key.keysym.sym));
                if (event.key.keysym.sym == SDLK_ESCAPE)
                    quit = true;
                break;
            default:
                break;
            }
        }
 
        // Start the Dear ImGui frame
        ImGui_ImplSDLRenderer2_NewFrame();
        ImGui_ImplSDL2_NewFrame();
        ImGui::NewFrame();
 
        // Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
        {
            static float f = 0.0f;
            static int counter = 0;
 
            ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
 
            ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
            ImGui::Checkbox("Demo Window"&show_demo_window); // Edit bools storing our window open/close state
            ImGui::Checkbox("Another Window"&show_another_window);
 
            ImGui::SliderFloat("float"&f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
 
            if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
                counter++;
            ImGui::SameLine();
            ImGui::Text("counter = %d", counter);
 
            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)"1000.0f / io.Framerate, io.Framerate);
            ImGui::End();
        }
 
        // Show another simple window.
        if (show_another_window)
        {
            ImGui::Begin("Another Window"&show_another_window);
            // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
                show_another_window = false;
            ImGui::End();
        }
 
        // Show only a button at (0, 0).
        {
            ImGui::SetNextWindowPos(ImVec2(00), ImGuiCond_Always);
            ImGui::Begin("No Name"NULL, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDecoration
                | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoSavedSettings);
            if (ImGui::Button("MyButton", ImVec2(200100))) {
                std::cout << "Clicked" << std::endl;
            }
            ImGui::End();
        }
 
        // Rendering
        ImGui::Render();
        SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
        ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
        SDL_RenderPresent(renderer);
    }
 
    // Cleanup
    ImGui_ImplSDLRenderer2_Shutdown();
    ImGui_ImplSDL2_Shutdown();
    ImGui::DestroyContext();
 
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
 
    return 0;
}
 

 

코드를 입력하고 빌드한다.

 

실행하면 윈도우에 GUI가 출력된다.

 

ImGui의 스타일(테마)은 아래와 같이 개별적으로도 지정할 수 있다.

 

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// Setup Dear ImGui style
//ImGui::StyleColorsLight();
//ImGui::StyleColorsDark();
ImGuiStyle& style = ImGui::GetStyle();
 
style.Colors[ImGuiCol_Text] = ImVec4(0.86f, 0.93f, 0.89f, 0.78f);
style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.86f, 0.93f, 0.89f, 0.28f);
style.Colors[ImGuiCol_WindowBg] = ImVec4(0.13f, 0.14f, 0.17f, 1.00f);
style.Colors[ImGuiCol_Border] = ImVec4(0.31f, 0.31f, 1.00f, 0.00f);
style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
style.Colors[ImGuiCol_FrameBg] = ImVec4(0.20f, 0.22f, 0.27f, 1.00f);
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.92f, 0.18f, 0.29f, 0.78f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.92f, 0.18f, 0.29f, 1.00f);
style.Colors[ImGuiCol_TitleBg] = ImVec4(0.20f, 0.22f, 0.27f, 1.00f);
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.20f, 0.22f, 0.27f, 0.75f);
style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.92f, 0.18f, 0.29f, 1.00f);
style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.20f, 0.22f, 0.27f, 0.47f);
style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.22f, 0.27f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.09f, 0.15f, 0.16f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.92f, 0.18f, 0.29f, 0.78f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.92f, 0.18f, 0.29f, 1.00f);
style.Colors[ImGuiCol_CheckMark] = ImVec4(0.71f, 0.22f, 0.27f, 1.00f);
style.Colors[ImGuiCol_SliderGrab] = ImVec4(0.47f, 0.77f, 0.83f, 0.14f);
style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.92f, 0.18f, 0.29f, 1.00f);
style.Colors[ImGuiCol_Button] = ImVec4(0.92f, 0.18f, 0.29f, 0.70f);
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.92f, 0.18f, 0.29f, 0.86f);
style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.92f, 0.18f, 0.29f, 1.00f);
style.Colors[ImGuiCol_Header] = ImVec4(0.92f, 0.18f, 0.29f, 0.76f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.92f, 0.18f, 0.29f, 0.86f);
style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.92f, 0.18f, 0.29f, 1.00f);
style.Colors[ImGuiCol_Separator] = ImVec4(0.14f, 0.16f, 0.19f, 1.00f);
style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.92f, 0.18f, 0.29f, 0.78f);
style.Colors[ImGuiCol_SeparatorActive] = ImVec4(0.92f, 0.18f, 0.29f, 1.00f);
style.Colors[ImGuiCol_ResizeGrip] = ImVec4(0.47f, 0.77f, 0.83f, 0.04f);
style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.92f, 0.18f, 0.29f, 0.78f);
style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(0.92f, 0.18f, 0.29f, 1.00f);
style.Colors[ImGuiCol_PlotLines] = ImVec4(0.86f, 0.93f, 0.89f, 0.63f);
style.Colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.92f, 0.18f, 0.29f, 1.00f);
style.Colors[ImGuiCol_PlotHistogram] = ImVec4(0.86f, 0.93f, 0.89f, 0.63f);
style.Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(0.92f, 0.18f, 0.29f, 1.00f);
style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.92f, 0.18f, 0.29f, 0.43f);
style.Colors[ImGuiCol_PopupBg] = ImVec4(0.20f, 0.22f, 0.27f, 0.9f);
style.Colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.22f, 0.27f, 0.73f);
 

 

 

※ 참고

Dear ImGui는 API Reference가 없다. Python 래퍼 pyimgui 를 참고하자.

pyimgui

 

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Posted by J-sean
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SDL 에는 GUI 기능이 없어 다른 라이브러리를 사용해야 한다. 많은 GUI 라이브러리가 있는데 ImGui 를 확인해 보자.

아래 링크에서 ImGui를 다운로드 한다.

Dear ImGui

 

압축을 풀고 examples - imgui_examples.sln 파일을 실행한다.

 

비주얼 스튜디오 버전이 다르면 프로젝트를 업그레이드 한다.

 

sdlrenderer2를 startup 프로젝트로 설정한다.

 

main.cpp 파일을 확인하자.

 

 

SDL 관련 명령에서 에러가 발생한다.

 

Project Property Pages - Additional Include Directories 에 정확한 SDL Include 디렉토리를 지정한다.

 

Project Property Pages - Additional Library Directories 에 정확한 SDL Library 디렉토리를 지정한다.

 

프로젝트를 빌드한다.

 

실행하면 윈도우에 GUI가 출력된다. (SDL2.dll 파일이 없다는 에러가 발생하면 복사해 넣어준다)

 

 

이번엔 내가 직접 만든 프로젝트에서 ImGui 예제를 실행해 보자.

 

ImGui 라이브러리 디렉토리는 위 그림과 같이 구성 되어 있다.

 

비주얼 스튜디오 프로젝트를 만들고 소스 파일 하나만 추가한다.

 

SDL2.dll 파일을 찾을 수 있도록 환경을 설정한다.

 

SDL과 ImGui에서 사용하는 Include 디렉토리를 설정한다.

 

 

SDL에서 사용하는 Library 디렉토리를 설정한다.

 

SDL에서 사용하는 라이브러리 파일을 설정한다.

 

ImGui, ImGui-Backend 필터를 만들고 ImGui SDL 예제에서 사용하는 파일을 추가한다.

 

처음에 만들어둔 소스 파일에 예제 소스파일(..\imgui-1.90.1\examples\example_sdl2_sdlrenderer2\main.cpp) 내용을 복사하고 빌드한다.

 

 

실행하면 운도우에 GUI가 출력된다.

 

※ 참고

Getting Started

 

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SDL 기본 라이브러리는 WAV 형식의 오디오만 처리할 수 있다. mp3, ogg 등의 형식을 처리하기 위해서는 SDL_mixer 라이브러리가 필요하다.

 

우선 SDL 기본 라이브러리로 WAV 사운드를 출력해 보자.

 

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#include <iostream>
#include "SDL.h"
 
#pragma comment(lib, "sdl2.lib")
#pragma comment(lib, "sdl2main.lib")
 
int main(int argc, char* argv[]) {
    SDL_Init(SDL_INIT_AUDIO);
 
    SDL_AudioSpec wav_spec;
    Uint8* wav_buffer;
    Uint32 wav_length;
 
    if (SDL_LoadWAV("sound.wav"&wav_spec, &wav_buffer, &wav_length) == NULL) {
        // Use this function to load a WAVE from a file.
        printf("SDL_LoadWAV Error: %s\n", SDL_GetError());
        return -1;
    }
 
    int bitDepth = SDL_AUDIO_BITSIZE(wav_spec.format);
    int bytesPerSecond = (bitDepth * wav_spec.channels * wav_spec.freq) / 8;
    float durationSec = (float)wav_length / bytesPerSecond;
    printf("Duration: %f\n", durationSec);
    // wav 파일 재생 시간 구하기.
 
    SDL_AudioDeviceID dev = SDL_OpenAudioDevice(NULL0&wav_spec, NULL0);
    // Open a specific audio device.
    if (dev == NULL) {
        printf("SDL_AudioDeviceID Error: %s\n", SDL_GetError());
        return -1;
    }
 
    if (SDL_QueueAudio(dev, wav_buffer, wav_length) != 0) {
        // Queue more audio on non-callback devices.
        printf("SDL_QueueAudio Error: %s\n", SDL_GetError());
        return -1;
    }
 
    SDL_PauseAudioDevice(dev, 0);
    // Use this function to pause and unpause audio playback on a specified device.
    // dev: a device opened by SDL_OpenAudioDevice()
    // pause_on: non-zero to pause, 0 to unpause
    SDL_Delay(durationSec * 1000);
    // Wait a specified number of milliseconds before returning.
 
    SDL_FreeWAV(wav_buffer);
    // Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW().
    SDL_CloseAudioDevice(dev);
    //Use this function to shut down audio processing and close the audio device.
    SDL_Quit();
 
    return 0;
}
 

 

코드를 작성하고 빌드한다.

 

실행하면 재생 시간이 표시되고 사운드가 출력된다.

 

※ 참고

SDL_AudioFormat

 

이번엔 SDL_mixer를 이용해 mp3, ogg 등의 사운드를 출력해 보자. 아래 링크에서 SDL_mixer를 다운받고 적당히 설치한다.

SDL Libraries

 

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#include <iostream>
#include "SDL.h"
#include "SDL_mixer.h"
 
#pragma comment(lib, "sdl2.lib")
#pragma comment(lib, "sdl2main.lib")
#pragma comment(lib, "sdl2_mixer.lib")
 
int main(int argc, char* argv[]) {
    SDL_Init(SDL_INIT_AUDIO);
 
    if (Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 22048!= 0) {
        // Open the default audio device for playback.
        printf("Mix_OpenAudio Error: %s\n", Mix_GetError());
        return -1;
    }
 
    Mix_Music* music = Mix_LoadMUS("sound.mp3");
    // Load a supported audio format into a music object.
    if (music == NULL) {
        printf("Mix_LoadMUS Error: %s\n", Mix_GetError());
        return -1;
    }
    printf("Duration: %f\n", Mix_MusicDuration(music));
    // Get a music object's duration, in seconds.
 
    Mix_PlayMusic(music, 0);
    // Play a new music object. (0 means "play once and stop")
    SDL_Delay(int(Mix_MusicDuration(music) * 1000));
 
    Mix_FreeMusic(music);
    // Free a music object. If this music is currently playing,
    // it will be stopped.
    Mix_CloseAudio();
    // Close the mixer, halting all playing audio.
 
    SDL_Quit();
 
    return 0;
}
 

 

코드를 작성하고 빌드한다.

 

실행하면 재생시간이 표시되고 사운드가 출력된다.

 

※ 참고

SDL_mixer API

 

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Posted by J-sean
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