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| /* | ||||
| * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net | ||||
| * | ||||
| * 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. | ||||
| */ | ||||
|  | ||||
| #ifndef ANGULAR_MOTION_H | ||||
| #define ANGULAR_MOTION_H | ||||
|  | ||||
| class AngularMotion : public Test | ||||
| { | ||||
| public: | ||||
| 	AngularMotion() | ||||
| 	{ | ||||
| 		b3BodyDef bdef; | ||||
| 		bdef.type = e_dynamicBody; | ||||
| 		bdef.position.Set(0.0f, 0.0f, 0.0f); | ||||
|  | ||||
| 		m_body = m_world.CreateBody(bdef); | ||||
|  | ||||
| 		b3CapsuleShape shape; | ||||
| 		shape.m_centers[0].Set(0.0f, 1.0f, 0.0f); | ||||
| 		shape.m_centers[1].Set(0.0f, -1.0f, 0.0f); | ||||
| 		shape.m_radius = 1.0f; | ||||
|  | ||||
| 		b3ShapeDef sdef; | ||||
| 		sdef.shape = &shape; | ||||
| 		sdef.density = 1.0f; | ||||
|  | ||||
| 		m_body->CreateShape(sdef); | ||||
|  | ||||
| 		b3MassData data; | ||||
| 		m_body->GetMassData(&data); | ||||
|  | ||||
| 		m_body->SetMassData(&data); | ||||
|  | ||||
| 		b3Vec3 g(0.0f, 0.0f, 0.0f); | ||||
| 		m_world.SetGravity(g); | ||||
| 	} | ||||
|  | ||||
| 	void Step() | ||||
| 	{ | ||||
| 		Test::Step(); | ||||
|  | ||||
| 		b3Vec3 v(0.0f, 0.0f, 0.0f); | ||||
| 		m_body->SetLinearVelocity(v); | ||||
|  | ||||
| 		b3Vec3 p = m_body->GetSweep().worldCenter; | ||||
| 		b3Quat quat = m_body->GetSweep().orientation; | ||||
|  | ||||
| 		b3Vec3 axis; | ||||
| 		float32 angle; | ||||
| 		quat.GetAxisAngle(&axis, &angle); | ||||
| 		 | ||||
| 		b3Vec3 q(0.0f, 0.0f, 0.0f); | ||||
| 		m_body->SetTransform(q, axis, angle); | ||||
| 	} | ||||
|  | ||||
| 	static Test* Create() | ||||
| 	{ | ||||
| 		return new AngularMotion(); | ||||
| 	} | ||||
|  | ||||
| 	b3Body* m_body; | ||||
| }; | ||||
|  | ||||
| #endif | ||||
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