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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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스레드 클래스를 상속받는 클래스를 정의하고 사용해 보자.

 

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import time
import threading
 
class Worker(threading.Thread):
    def __init__(self, name, count, delay):
        super().__init__()
        self.name = name
        self.count = count
        self.delay = delay
 
    # 스레드 클래스를 상속하는 클래스는 run()를 재정의 해야 한다.
    # 객체를 만들고 start()를 실행하면 run()가 실행된다.
    def run(self):
        print(f"{self.name} job started.")
        for i in range(self.count):
            print(f"{self.name} job: {i}.")
            time.sleep(self.delay)
        print(f"{self.name} job finished.")
 
            
print("Main started.")
 
thread_1 = Worker("First"50.5)
#thread_1.daemon = True
# 데몬 스레드로 설정되면 메인 스레드 종료시 서브 스레드도 종료된다.
thread_1.start()
#thread_1.join()
# join()을 실행한 스레드가 종료할 때까지 나머지 스레드는 대기한다.
 
thread_2 = Worker("Second"50.5)
#thread_2.daemon = True
thread_2.start()
#thread_2.join()
 
print(f"■ Number of threads: {threading.active_count()}")
 
time.sleep(1)
 
print("Main finished.")
 

 

 

 

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import time
import threading
 
class Worker(threading.Thread):
    def __init__(self, name, count, delay):
        super().__init__()
        self.name = name
        self.count = count
        self.delay = delay
        
    def run(self):
        print(f"{self.name} job started.")
        for i in range(self.count):
            print(f"{self.name} job: {i}.")
            time.sleep(self.delay)
        print(f"{self.name} job finished.")
 
thread_1 = Worker("First"50.5)
thread_2 = Worker("Second"50.5)
thread_3 = Worker("Third"50.5)
threads = [thread_1, thread_2, thread_3]
 
print(f"■ Number of threads: {threading.active_count()}")
# 활성화된 스레드는 메인스레드 뿐이므로 1이 표시된다.
 
for thread in threads:
    thread.start()
    thread.join()
 

 

 

 

thread - Thread-based parallelism

 

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멀티 스레드를 사용해 보자.

 

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import time
import threading
 
def Job(name, count, delay):
    print(f"{name} job started.")
    for i in range(count):
        print(f"{name} job: {i}.")
        time.sleep(delay)
    print(f"{name} job finished.")
 
print("Main started.")
 
thread_1 = threading.Thread(target=Job, args=("First"50.5))
thread_1.start()
 
thread_2 = threading.Thread(target=Job, args=("Second"50.5))
thread_2.start()
 
print(f"■ Number of threads: {threading.active_count()}")
 
time.sleep(1)
 
print("Main finished.")
 

 

 

■ threading.Thread(group=None, target=None, name=None, args=(), kwargs={}, *, daemon=None)

- target is the callable object to be invoked by the run() method. Defaults to None, meaning nothing is called.
- args is a list or tuple of arguments for the target invocation. Defaults to ().

 

 

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import time
import threading
 
def Job(name, count, delay):
    print(f"{name} job started.")
    for i in range(count):
        print(f"{name} job: {i}.")
        time.sleep(delay)
    print(f"{name} job finished.")
 
print("Main started.")
 
thread_1 = threading.Thread(target=Job, args=("First"50.5))
thread_1.daemon = True
thread_1.start()
 
thread_2 = threading.Thread(target=Job, args=("Second"50.5))
thread_2.daemon = True
thread_2.start()
 
print(f"■ Number of threads: {threading.active_count()}")
 
time.sleep(1)
 
print("Main finished.")
 

 

 

 

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import time
import threading
 
def Job(name, count, delay):
    print(f"{name} job started.")
    for i in range(count):
        print(f"{name} job: {i}.")
        time.sleep(delay)
    print(f"{name} job finished.")
 
print("Main started.")
 
thread_1 = threading.Thread(target=Job, args=("First"50.5))
thread_1.start()
thread_1.join()
 
thread_2 = threading.Thread(target=Job, args=("Second"50.5))
thread_2.start()
thread_2.join()
 
print(f"■ Number of threads: {threading.active_count()}")
 
time.sleep(1)
 
print("Main finished.")
 

 

 

■ join(timeout=None)

- Wait until the thread terminates. This blocks the calling thread until the thread whose join() method is called terminates – either normally or through an unhandled exception – or until the optional timeout occurs.
- When the timeout argument is present and not None, it should be a floating point number specifying a timeout for the operation in seconds (or fractions thereof). As join() always returns None, you must call is_alive() after join() to decide whether a timeout happened – if the thread is still alive, the join() call timed out.
- When the timeout argument is not present or None, the operation will block until the thread terminates.
- A thread can be joined many times.

 

 

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It describes how to use the touch API in Android applications.


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public class MainActivity extends AppCompatActivity {
 
    int[] id = new int[3];
    int[] x = new int[3];
    int[] y = new int[3];
    String result;
 
    TextView textView;
 
    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
 
        textView = findViewById(R.id.textView);
    }
 
    @Override
    public boolean onTouchEvent(MotionEvent event) {
 
        // 3개의 포인터(터치)까지 허용
        int pointer_count = event.getPointerCount();
        if (pointer_count > 3)
            pointer_count = 3;
 
        // ACTION_POINTER_DOWN 과 ACTION_POINTER_UP 이벤트는 액션 값에 추가적인 정보가 인코딩 되어 있다.
        // 액션 값과 MotionEvent.ACTION_POINTER_INDEX_MASK를 & 연산을 하게 되면 눌리거나 떼어진 포인터의 인덱스 값을 알 수 있다.
        // public static final int ACTION_POINTER_INDEX_MASK
        // Bits in the action code that represent a pointer index, used with ACTION_POINTER_DOWN and ACTION_POINTER_UP.
        switch (event.getAction() & MotionEvent.ACTION_MASK)
        {
            case MotionEvent.ACTION_DOWN:
                result = "Single Touch Down:";
                id[0= event.getPointerId(0);
                x[0= (int)event.getX(0);
                y[0= (int)event.getY(0);
                result += "\n(" + x[0+ ", " + y[0+ ")";
                break;
 
            case MotionEvent.ACTION_POINTER_DOWN:
                result = "Multi Touch Down:";
                for (int i = 0; i < pointer_count; i++)
                {
                    id[i] = event.getPointerId(i);
                    x[i] = (int)event.getX(i);
                    y[i] = (int)event.getY(i);
                    result += "\n(" + id[i] + ": " + x[i] + ", " + y[i] + ")";
                }
 
                // Move는 싱글, 멀티 모두 ACTION_MOVE 하나로 처리
            case MotionEvent.ACTION_MOVE:
                result = "Touch Move:";
                for (int i = 0; i < pointer_count; i++)
                {
                    id[i] = event.getPointerId(i);
                    x[i] = (int)event.getX(i);
                    y[i] = (int)event.getY(i);
                    result += "\n(" + id[i] + ": " + x[i] + ", " + y[i] + ")";
                }
                break;
 
            case MotionEvent.ACTION_UP:
                result = "Single Touch Up:";
                id[0= event.getPointerId(0);
                x[0= (int)event.getX(0);
                y[0= (int)event.getY(0);
                result += "\n(" + x[0+ ", " + y[0+ ")";
                break;
 
            case MotionEvent.ACTION_POINTER_UP:
                result = "Multi Touch Up:";
                for (int i = 0; i < pointer_count; i++)
                {
                    id[i] = event.getPointerId(i);
                    x[i] = (int) event.getX(i);
                    y[i] = (int) event.getY(i);
                    result += "\n(" + id[i] + ": " + x[i] + ", " + y[i] + ")";
                }
                break;
 
            default:
                break;
        }
 
        textView.setText(result);
 
        return super.onTouchEvent(event);
    }
}



Run the app and touch the panel.


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Posted by J-sean
: