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