add hello world example and edit source tree
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102
examples/testbed/tests/character_test.h
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102
examples/testbed/tests/character_test.h
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef CHARACTER_H
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#define CHARACTER_H
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class Character : public Test
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{
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public:
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Character()
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{
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{
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b3BodyDef bdef;
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b3Body* ground = m_world.CreateBody(bdef);
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b3MeshShape ms;
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ms.m_mesh = m_meshes + e_gridMesh;
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b3ShapeDef sd;
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sd.shape = &ms;
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ground->CreateShape(sd);
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}
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{
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b3BodyDef bdef;
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bdef.type = b3BodyType::e_dynamicBody;
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bdef.fixedRotationY = true;
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bdef.position.Set(0.0f, 5.0f, 0.0f);
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m_character = m_world.CreateBody(bdef);
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b3CapsuleShape cap;
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cap.m_centers[0].Set(0.0f, 1.0f, 0.0f);
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cap.m_centers[1].Set(0.0f, -1.0f, 0.0f);
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cap.m_radius = 1.0f;
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b3ShapeDef sdef;
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sdef.shape = ∩
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sdef.density = 1.0f;
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sdef.friction = 0.5f;
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m_character->CreateShape(sdef);
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}
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}
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void RayHit()
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{
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if (m_rayHit.shape)
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{
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if (m_rayHit.shape->GetBody() != m_character)
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{
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Test::RayHit();
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}
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}
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}
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void Step()
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{
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if (m_rayHit.shape)
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{
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if (m_rayHit.shape->GetBody() != m_character)
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{
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b3Vec3 point = m_rayHit.point;
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b3Vec3 normal = m_rayHit.normal;
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const b3Transform& xf = m_character->GetTransform();
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b3Vec3 n = point - xf.position;
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n.Normalize();
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m_character->ApplyForceToCenter(100.0f * n, true);
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g_debugDraw->DrawSolidCircle(normal, point + (0.05f * normal), 5.0f, b3Color(0.5f, 0.5f, 1.0f, 0.5f));
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}
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}
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Test::Step();
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}
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static Test* Create()
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{
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return new Character();
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}
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b3Body* m_character;
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};
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#endif
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