add hello world example and edit source tree
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114
examples/testbed/tests/jenga.h
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114
examples/testbed/tests/jenga.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 JENGA_H
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#define JENGA_H
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class Jenga : public Test
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{
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public:
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enum
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{
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e_layerCount = 20,
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e_depthCount = 3,
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};
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Jenga()
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{
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g_camera.m_center.Set(2.0f, -2.0f, 0.0f);
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g_camera.m_zoom = 60.0f;
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{
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b3BodyDef bd;
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_groundHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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body->CreateShape(sd);
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}
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b3Vec3 boxScale;
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boxScale.Set(1.0f, 0.5f, 3.0f);
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float32 y = 2.0f;
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for (u32 i = 0; i < e_layerCount / 2; ++i)
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{
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for (u32 j = 0; j < e_depthCount; ++j)
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{
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b3BodyDef bd;
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bd.type = b3BodyType::e_dynamicBody;
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bd.position.x = 2.0f * float32(j) * boxScale.x;
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bd.position.y = y;
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bd.position.z = 0.0f;
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_plankHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.density = 0.1f;
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sd.friction = 0.1f;
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body->CreateShape(sd);
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}
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y += 2.05f * boxScale.y;
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for (u32 j = 0; j < e_depthCount; ++j)
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{
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b3BodyDef bd;
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bd.type = b3BodyType::e_dynamicBody;
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bd.orientation.Set(b3Vec3(0.0f, 1.0f, 0.0f), 0.5f * B3_PI);
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bd.position.x = 2.0f * boxScale.x;
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bd.position.y = y;
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bd.position.z = -2.0f * boxScale.x + 2.0f * float32(j) * boxScale.x;
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_plankHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.density = 0.1f;
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sd.friction = 0.3f;
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body->CreateShape(sd);
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}
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y += 2.05f * boxScale.y;
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}
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}
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static Test* Create()
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{
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return new Jenga();
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}
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};
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#endif
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