add hello world example and edit source tree
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104
examples/testbed/tests/pyramids.h
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104
examples/testbed/tests/pyramids.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 PYRAMIDS_H
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#define PYRAMIDS_H
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class Pyramids : 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_count = 10,
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e_depthCount = 10,
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};
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Pyramids()
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{
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g_camera.m_zoom = 100.0f;
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{
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b3BodyDef bd;
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b3Body* ground = 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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ground->CreateShape(sd);
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}
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b3Vec3 boxSize;
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boxSize.Set(2.0f, 2.0f, 2.0f);
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// shift to ground center
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b3Vec3 translation;
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translation.x = -0.5f * float32(e_count - 1) * 4.0f * boxSize.x;
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translation.y = 1.5f * boxSize.y;
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translation.z = -0.5f * float32(e_depthCount) * boxSize.z;
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for (u32 i = 0; i < e_count; ++i)
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{
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// reset
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translation.y = 1.5f * boxSize.y;
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translation.z = -0.5f * float32(e_depthCount) * boxSize.z;
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for (u32 j = 0; j < e_depthCount; ++j)
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{
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for (u32 k = j; k < e_depthCount; ++k)
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.x = 0.0f;
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bd.position.y = 0.0f;
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bd.position.z = 1.05f * float32(k) * boxSize.z;
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bd.position += translation;
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_boxHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.density = 0.5f;
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sd.friction = 0.5f;
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body->CreateShape(sd);
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}
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// increment column
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translation.y += 1.5f * boxSize.y;
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// track offset
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translation.z -= 0.5f * boxSize.z;
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}
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// increment row
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translation.x += 4.0f * boxSize.x;
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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 Pyramids();
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}
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};
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#endif
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