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								examples/testbed/tests/character_test.h
									
									
									
									
									
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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 CHARACTER_H | ||||
| #define CHARACTER_H | ||||
|  | ||||
| class Character : public Test | ||||
| { | ||||
| public: | ||||
| 	Character() | ||||
| 	{ | ||||
| 		{ | ||||
| 			b3BodyDef bdef; | ||||
| 			b3Body* ground = m_world.CreateBody(bdef); | ||||
|  | ||||
| 			b3MeshShape ms; | ||||
| 			ms.m_mesh = m_meshes + e_gridMesh; | ||||
|  | ||||
| 			b3ShapeDef sd; | ||||
| 			sd.shape = &ms; | ||||
| 			 | ||||
| 			ground->CreateShape(sd); | ||||
| 		} | ||||
|  | ||||
| 		{ | ||||
| 			b3BodyDef bdef; | ||||
| 			bdef.type = b3BodyType::e_dynamicBody; | ||||
| 			bdef.fixedRotationY = true; | ||||
| 			bdef.position.Set(0.0f, 5.0f, 0.0f); | ||||
| 			 | ||||
| 			m_character = m_world.CreateBody(bdef); | ||||
|  | ||||
| 			b3CapsuleShape cap; | ||||
| 			cap.m_centers[0].Set(0.0f, 1.0f, 0.0f); | ||||
| 			cap.m_centers[1].Set(0.0f, -1.0f, 0.0f); | ||||
| 			cap.m_radius = 1.0f; | ||||
|  | ||||
| 			b3ShapeDef sdef; | ||||
| 			sdef.shape = ∩ | ||||
| 			sdef.density = 1.0f; | ||||
| 			sdef.friction = 0.5f; | ||||
|  | ||||
| 			m_character->CreateShape(sdef); | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	void RayHit() | ||||
| 	{ | ||||
| 		if (m_rayHit.shape) | ||||
| 		{ | ||||
| 			if (m_rayHit.shape->GetBody() != m_character) | ||||
| 			{ | ||||
| 				Test::RayHit(); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	void Step() | ||||
| 	{ | ||||
| 		if (m_rayHit.shape) | ||||
| 		{ | ||||
| 			if (m_rayHit.shape->GetBody() != m_character) | ||||
| 			{ | ||||
| 				b3Vec3 point = m_rayHit.point; | ||||
| 				b3Vec3 normal = m_rayHit.normal; | ||||
|  | ||||
| 				const b3Transform& xf = m_character->GetTransform(); | ||||
| 				b3Vec3 n = point - xf.position; | ||||
| 				n.Normalize(); | ||||
| 				 | ||||
| 				m_character->ApplyForceToCenter(100.0f * n, true); | ||||
| 				g_debugDraw->DrawSolidCircle(normal, point + (0.05f * normal), 5.0f, b3Color(0.5f, 0.5f, 1.0f, 0.5f)); | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 		Test::Step(); | ||||
| 	} | ||||
|  | ||||
| 	static Test* Create() | ||||
| 	{ | ||||
| 		return new Character(); | ||||
| 	} | ||||
|  | ||||
| 	b3Body* m_character; | ||||
| }; | ||||
|  | ||||
| #endif | ||||
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