add hello world example and edit source tree
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								examples/testbed/tests/sensor_test.h
									
									
									
									
									
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							| @@ -0,0 +1,164 @@ | ||||
| /* | ||||
| * 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 SENSOR_TEST_H | ||||
| #define SENSOR_TEST_H | ||||
|  | ||||
| class SensorTest : public Test | ||||
| { | ||||
| public: | ||||
| 	SensorTest() | ||||
| 	{ | ||||
| 		{ | ||||
| 			b3BodyDef bd; | ||||
| 			b3Body* ground = m_world.CreateBody(bd); | ||||
|  | ||||
| 			b3HullShape hs; | ||||
| 			hs.m_hull = &m_groundHull; | ||||
|  | ||||
| 			b3ShapeDef sd; | ||||
| 			sd.shape = &hs; | ||||
|  | ||||
| 			ground->CreateShape(sd); | ||||
| 		} | ||||
|  | ||||
| 		{ | ||||
| 			b3BodyDef bd; | ||||
| 			bd.position.Set(0.0f, 6.0f, 0.0f); | ||||
| 			 | ||||
| 			b3Body* body = m_world.CreateBody(bd); | ||||
|  | ||||
| 			b3HullShape hs; | ||||
| 			hs.m_hull = &m_tallHull; | ||||
|  | ||||
| 			b3ShapeDef sd; | ||||
| 			sd.shape = &hs; | ||||
| 			sd.isSensor = true; | ||||
| 			m_sensor = body->CreateShape(sd); | ||||
| 		} | ||||
|  | ||||
| 		{ | ||||
| 			b3BodyDef bd; | ||||
| 			bd.type = b3BodyType::e_dynamicBody; | ||||
| 			bd.position.Set(0.0f, 4.0f, 10.0f); | ||||
| 			bd.linearVelocity.Set(0.0f, 0.0f, -5.0f); | ||||
|  | ||||
| 			m_character = m_world.CreateBody(bd); | ||||
|  | ||||
| 			b3CapsuleShape cap; | ||||
| 			cap.m_centers[0].Set(0.0f, 2.0f, 0.0f); | ||||
| 			cap.m_centers[1].Set(0.0f, -2.0f, 0.0f); | ||||
| 			cap.m_radius = 0.5f; | ||||
|  | ||||
| 			b3ShapeDef sd; | ||||
| 			sd.shape = ∩ | ||||
| 			sd.density = 1.5f; | ||||
| 			sd.friction = 0.7f; | ||||
|  | ||||
| 			m_character->CreateShape(sd); | ||||
| 		} | ||||
|  | ||||
| 		m_attack = false; | ||||
| 	} | ||||
|  | ||||
| 	void BeginContact(b3Contact* c) | ||||
| 	{ | ||||
| 		b3Shape* sA = c->GetShapeA(); | ||||
| 		b3Body* bA = sA->GetBody(); | ||||
| 		b3Shape* sB = c->GetShapeB(); | ||||
| 		b3Body* bB = sB->GetBody(); | ||||
|  | ||||
| 		if (sA == m_sensor) | ||||
| 		{ | ||||
| 			if (bB == m_character) | ||||
| 			{ | ||||
| 				m_attack = true; | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 		if (sB == m_sensor) | ||||
| 		{ | ||||
| 			if (bA == m_character) | ||||
| 			{ | ||||
| 				m_attack = true; | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	void EndContact(b3Contact* c) | ||||
| 	{ | ||||
| 		b3Shape* sA = c->GetShapeA(); | ||||
| 		b3Body* bA = sA->GetBody(); | ||||
| 		b3Shape* sB = c->GetShapeB(); | ||||
| 		b3Body* bB = sB->GetBody(); | ||||
|  | ||||
| 		if (sA == m_sensor) | ||||
| 		{ | ||||
| 		} | ||||
|  | ||||
| 		if (sB == m_sensor) | ||||
| 		{ | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	void Step() | ||||
| 	{ | ||||
| 		if (m_attack) | ||||
| 		{ | ||||
| 			b3Body* sensorBody = m_sensor->GetBody(); | ||||
|  | ||||
| 			b3BodyDef bd; | ||||
| 			bd.type = b3BodyType::e_dynamicBody; | ||||
| 			bd.position.Set(RandomFloat(-20.0f, 20.0f), RandomFloat(10.0f, 20.0f), RandomFloat(-20.0f, 20.0f)); | ||||
|  | ||||
| 			b3Vec3 n = m_character->GetTransform().position - bd.position; | ||||
| 			n.Normalize(); | ||||
|  | ||||
| 			bd.linearVelocity = 60.0f * n; | ||||
|  | ||||
| 			b3Body* enemy = m_world.CreateBody(bd); | ||||
|  | ||||
| 			b3SphereShape shape; | ||||
| 			shape.m_center.Set(0.0f, 0.0f, 0.0f); | ||||
| 			shape.m_radius = 0.5f; | ||||
|  | ||||
| 			b3ShapeDef sd; | ||||
| 			sd.shape = &shape; | ||||
| 			sd.density = 1.0f; | ||||
| 			sd.friction = 1.0f; | ||||
|  | ||||
| 			enemy->CreateShape(sd); | ||||
| 			 | ||||
| 			m_attack = false; | ||||
| 		} | ||||
|  | ||||
| 		Test::Step(); | ||||
| 	} | ||||
|  | ||||
| 	static Test* Create() | ||||
| 	{ | ||||
| 		return new SensorTest(); | ||||
| 	} | ||||
| 	 | ||||
| 	b3Body* m_character; | ||||
| 	b3Shape* m_sensor; | ||||
| 	bool m_attack; | ||||
| }; | ||||
|  | ||||
| #endif | ||||
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