add rope
This commit is contained in:
@ -64,7 +64,7 @@ b3Mat44 Camera::BuildProjectionMatrix() const
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b3Transform Camera::BuildWorldTransform() const
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{
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b3Transform xf;
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xf.rotation = b3ConvertQuatToMat(m_q);
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xf.rotation = b3QuatMat33(m_q);
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xf.position = (m_zoom * xf.rotation.z) - m_center;
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return xf;
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}
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@ -78,7 +78,7 @@ b3Mat44 Camera::BuildWorldMatrix() const
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b3Transform Camera::BuildViewTransform() const
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{
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b3Transform xf;
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xf.rotation = b3ConvertQuatToMat(m_q);
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xf.rotation = b3QuatMat33(m_q);
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xf.position = (m_zoom * xf.rotation.z) - m_center;
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return b3Inverse(xf);
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}
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@ -1281,6 +1281,65 @@ void DebugDraw::DrawSolidSphere(const b3Vec3& center, float32 radius, const b3Co
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m_solid->DrawSphere(radius, color, xf);
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}
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void DebugDraw::DrawCapsule(const b3Vec3& c1, const b3Vec3& c2, float32 radius, const b3Color& color)
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{
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float32 height = b3Length(c1 - c2);
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{
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b3Transform xfc;
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xfc.rotation.SetIdentity();
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xfc.position = c1;
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m_wire->DrawSphere(radius, color, xfc);
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}
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if (height > 0.0f)
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{
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DrawSegment(c1, c2, color);
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{
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b3Transform xfc;
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xfc.rotation.SetIdentity();
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xfc.position = c2;
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m_wire->DrawSphere(radius, color, xfc);
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}
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}
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}
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void DebugDraw::DrawSolidCapsule(const b3Vec3& c1, const b3Vec3& c2, float32 radius, const b3Color& c)
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{
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float32 height = b3Length(c1 - c2);
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{
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b3Transform xfc;
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xfc.rotation.SetIdentity();
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xfc.position = c1;
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m_solid->DrawSphere(radius, c, xfc);
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}
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if (height > 0.0f)
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{
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{
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b3Mat33 R;
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R.y = (1.0f / height) * (c1 - c2);
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R.z = b3Perp(R.y);
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R.x = b3Cross(R.y, R.z);
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b3Transform xfc;
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xfc.position = 0.5f * (c1 + c2);
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xfc.rotation = R;
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m_solid->DrawCylinder(radius, height, c, xfc);
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}
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{
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b3Transform xfc;
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xfc.rotation.SetIdentity();
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xfc.position = c2;
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m_solid->DrawSphere(radius, c, xfc);
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}
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}
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}
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void DebugDraw::DrawTransform(const b3Transform& xf)
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{
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float32 lenght = 1.0f;
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@ -103,6 +103,10 @@ public:
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void DrawSolidSphere(const b3Vec3& center, float32 radius, const b3Color& color);
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void DrawCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color);
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void DrawSolidCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color);
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void DrawAABB(const b3AABB3& aabb, const b3Color& color);
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void DrawTransform(const b3Transform& xf);
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@ -64,14 +64,14 @@ static void MouseMove(GLFWwindow* w, double x, double y)
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if (g_leftDown)
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{
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// Negate angles to do positive rotations (CCW) of the world.
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float32 angleX = 0.005f * B3_PI * -nx;
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float32 angleY = 0.005f * B3_PI * -ny;
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float32 angleX = 0.005f * B3_PI * -nx;
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b3Quat qx = b3QuatRotationX(angleY);
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b3Quat qy = b3QuatRotationY(angleX);
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b3Quat qx(b3Vec3(1.0f, 0.0f, 0.0f), angleY);
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b3Quat qy(b3Vec3(0.0f, 1.0f, 0.0f), angleX);
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g_camera.m_q = qy * g_camera.m_q;
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g_camera.m_q = g_camera.m_q * qx;
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g_camera.m_q = qy * g_camera.m_q;
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g_camera.m_q.Normalize();
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}
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@ -55,9 +55,12 @@
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#include <testbed/tests/body_types.h>
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#include <testbed/tests/varying_friction.h>
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#include <testbed/tests/varying_restitution.h>
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#include <testbed/tests/cloth_test.h>
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#include <testbed/tests/tumbler.h>
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#include <testbed/tests/pendulum.h>
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#include <testbed/tests/single_pendulum.h>
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#include <testbed/tests/multiple_pendulum.h>
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#include <testbed/tests/cloth_test.h>
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#include <testbed/tests/rope_test.h>
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//#include <testbed/tests/tree_test.h>
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TestEntry g_tests[] =
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{
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@ -97,9 +100,12 @@ TestEntry g_tests[] =
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{ "Body Types", &BodyTypes::Create },
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{ "Varying Friction", &VaryingFriction::Create },
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{ "Varying Restitution", &VaryingRestitution::Create },
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{ "Cloth", &Cloth::Create },
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{ "Tumbler", &Tumbler::Create },
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{ "Initial Overlap", &InitialOverlap::Create },
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{ "Pendulum", &Pendulum::Create },
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{ "Single Pendulum", &SinglePendulum::Create },
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{ "Multiple Pendulum", &MultiplePendulum::Create },
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{ "Cloth", &Cloth::Create },
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{ "Rope", &Rope::Create },
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//{ "Tree", &Tree::Create },
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{ NULL, NULL }
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};
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@ -33,11 +33,11 @@ public:
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{
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g_camera.m_center.Set(2.5f, -2.0f, 5.5f);
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g_camera.m_zoom = 40.0f;
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{
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b3BodyDef bdef;
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bdef.type = b3BodyType::e_staticBody;
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b3Body* body = m_world.CreateBody(bdef);
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b3HullShape hs;
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@ -48,12 +48,12 @@ public:
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sdef.friction = 1.0f;
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body->CreateShape(sdef);
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}
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}
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b3Vec3 boxScale(1.0f, 1.0f, 1.0f);
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static b3BoxHull boxHull;
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b3Transform m;
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m.rotation = b3Diagonal(boxScale.x, boxScale.y, boxScale.z);
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m.position.SetZero();
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@ -75,7 +75,7 @@ public:
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bdef.position.x = float32(i) * boxScale.x;
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bdef.position.y = 2.5f * float32(j) * boxScale.y;
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bdef.position.z = float32(k) * boxScale.z;
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bdef.position += stackOrigin;
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b3Body* body = m_world.CreateBody(bdef);
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@ -25,14 +25,14 @@ public:
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CapsuleAndHullCollision1()
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{
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m_xfA.position.Set(0.0f, 0.0f, 0.0f);
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m_xfA.rotation = b3ConvertQuatToMat(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.55f * B3_PI));
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m_xfA.rotation = b3QuatMat33(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.55f * B3_PI));
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m_sA.m_centers[0].Set(1.0f, -1.0f, 0.0f);
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m_sA.m_centers[1].Set(0.0f, 1.0f, 0.0f);
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m_sA.m_radius = 2.0f;
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m_xfB.position.Set(0.f, 0.0f, 0.0f);
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m_xfB.rotation = b3ConvertQuatToMat(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.0f * B3_PI));
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m_xfB.rotation = b3QuatMat33(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.0f * B3_PI));
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b3Transform xf;
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xf.SetIdentity();
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@ -25,14 +25,14 @@ public:
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CapsuleAndHullCollision2()
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{
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m_xfA.position.Set(0.0f, 0.0f, 0.0f);
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m_xfA.rotation = b3ConvertQuatToMat(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.55f * B3_PI));
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m_xfA.rotation = b3QuatMat33(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.55f * B3_PI));
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m_sA.m_centers[0].Set(0.0f, 0.0f, 0.0f);
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m_sA.m_centers[1].Set(0.0f, 0.0f, 0.0f);
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m_sA.m_radius = 0.05f;
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m_xfB.position.Set(0.f, 0.0f, 0.0f);
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m_xfB.rotation = b3ConvertQuatToMat(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.0f * B3_PI));
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m_xfB.rotation = b3QuatMat33(b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.0f * B3_PI));
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b3Transform xf;
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xf.SetIdentity();
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@ -92,7 +92,7 @@ public:
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if (key == GLFW_KEY_X)
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{
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b3Quat qx(b3Vec3(1.0f, 0.0f, 0.0f), 0.05f * B3_PI);
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b3Mat33 xfx = b3ConvertQuatToMat(qx);
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b3Mat33 xfx = b3QuatMat33(qx);
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m_xfB.rotation = m_xfB.rotation * xfx;
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}
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@ -100,7 +100,7 @@ public:
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if (key == GLFW_KEY_Y)
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{
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b3Quat qy(b3Vec3(0.0f, 1.0f, 0.0f), 0.05f * B3_PI);
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b3Mat33 xfy = b3ConvertQuatToMat(qy);
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b3Mat33 xfy = b3QuatMat33(qy);
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m_xfB.rotation = m_xfB.rotation * xfy;
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}
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@ -103,7 +103,7 @@ public:
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if (key == GLFW_KEY_X)
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{
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b3Quat qx(b3Vec3(1.0f, 0.0f, 0.0f), 0.05f * B3_PI);
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b3Mat33 xfx = b3ConvertQuatToMat(qx);
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b3Mat33 xfx = b3QuatMat33(qx);
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m_xfB.rotation = m_xfB.rotation * xfx;
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}
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@ -111,7 +111,7 @@ public:
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if (key == GLFW_KEY_Y)
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{
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b3Quat qy(b3Vec3(0.0f, 1.0f, 0.0f), 0.05f * B3_PI);
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b3Mat33 xfy = b3ConvertQuatToMat(qy);
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b3Mat33 xfy = b3QuatMat33(qy);
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m_xfB.rotation = m_xfB.rotation * xfy;
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}
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149
examples/testbed/tests/multiple_pendulum.h
Normal file
149
examples/testbed/tests/multiple_pendulum.h
Normal file
@ -0,0 +1,149 @@
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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
|
||||
* 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
|
||||
* 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
|
||||
* 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 MULTIPLE_PENDULUM
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#define MULTIPLE_PENDULUM
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class MultiplePendulum : public Test
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{
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public:
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MultiplePendulum()
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{
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g_camera.m_zoom = 10.0f;
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b3Vec3 axis(0.0f, 0.0f, 1.0f);
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b3Body* bs[6];
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{
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b3BodyDef bd;
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bd.type = e_staticBody;
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bs[0] = m_world.CreateBody(bd);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(-0.5f, 0.0f, 0.0f);
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bs[1] = m_world.CreateBody(bd);
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b3CapsuleShape s;
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s.m_centers[0].Set(0.5f, 0.0f, 0.0f);
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s.m_centers[1].Set(-0.5f, 0.0f, 0.0f);
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s.m_radius = 0.05f;
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b3ShapeDef sd;
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sd.shape = &s;
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sd.density = 10.0f;
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bs[1]->CreateShape(sd);
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b3RevoluteJointDef jd;
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jd.Initialize(bs[0], bs[1], axis, b3Vec3(0.0f, 0.0f, 0.0f), 0.0f, 1.0f);
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m_world.CreateJoint(jd);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(-1.5f, 0.0f, 0.0f);
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bs[2] = m_world.CreateBody(bd);
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b3CapsuleShape s;
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s.m_centers[0].Set(0.5f, 0.0f, 0.0f);
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s.m_centers[1].Set(-0.5f, 0.0f, 0.0f);
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s.m_radius = 0.05f;
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b3ShapeDef sd;
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sd.shape = &s;
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sd.density = 10.0f;
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bs[2]->CreateShape(sd);
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b3RevoluteJointDef jd;
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jd.Initialize(bs[1], bs[2], axis, b3Vec3(-1.0f, 0.0f, 0.0f), 0.0f, 1.0f);
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m_world.CreateJoint(jd);
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}
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|
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{
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||||
b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(-2.5f, 0.0f, 0.0f);
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bs[3] = m_world.CreateBody(bd);
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b3CapsuleShape s;
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s.m_centers[0].Set(0.5f, 0.0f, 0.0f);
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s.m_centers[1].Set(-0.5f, 0.0f, 0.0f);
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s.m_radius = 0.05f;
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b3ShapeDef sd;
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sd.shape = &s;
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sd.density = 100.0f;
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bs[3]->CreateShape(sd);
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||||
b3RevoluteJointDef jd;
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jd.Initialize(bs[2], bs[3], axis, b3Vec3(-2.0f, 0.0f, 0.0f), 0.0f, 1.0f);
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m_world.CreateJoint(jd);
|
||||
}
|
||||
|
||||
{
|
||||
b3BodyDef bd;
|
||||
bd.type = e_dynamicBody;
|
||||
bd.position.Set(-3.5f, 0.0f, 0.0f);
|
||||
bs[4] = m_world.CreateBody(bd);
|
||||
|
||||
b3CapsuleShape s;
|
||||
s.m_centers[0].Set(0.5f, 0.0f, 0.0f);
|
||||
s.m_centers[1].Set(-0.5f, 0.0f, 0.0f);
|
||||
s.m_radius = 0.05f;
|
||||
|
||||
b3ShapeDef sd;
|
||||
sd.shape = &s;
|
||||
sd.density = 1000.0f;
|
||||
bs[4]->CreateShape(sd);
|
||||
|
||||
b3RevoluteJointDef jd;
|
||||
jd.Initialize(bs[3], bs[4], axis, b3Vec3(-3.0f, 0.0f, 0.0f), 0.0f, 1.0f);
|
||||
m_world.CreateJoint(jd);
|
||||
}
|
||||
|
||||
{
|
||||
b3BodyDef bd;
|
||||
bd.type = e_dynamicBody;
|
||||
bd.position.Set(-4.5f, 0.0f, 0.0f);
|
||||
bs[5] = m_world.CreateBody(bd);
|
||||
|
||||
b3CapsuleShape s;
|
||||
s.m_centers[0].Set(0.5f, 0.0f, 0.0f);
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||||
s.m_centers[1].Set(-0.5f, 0.0f, 0.0f);
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s.m_radius = 0.05f;
|
||||
|
||||
b3ShapeDef sd;
|
||||
sd.shape = &s;
|
||||
sd.density = 50.0f;
|
||||
bs[5]->CreateShape(sd);
|
||||
|
||||
b3RevoluteJointDef jd;
|
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jd.Initialize(bs[4], bs[5], axis, b3Vec3(-4.0f, 0.0f, 0.0f), 0.0f, 1.0f);
|
||||
m_world.CreateJoint(jd);
|
||||
}
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
{
|
||||
return new MultiplePendulum();
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
118
examples/testbed/tests/rope_test.h
Normal file
118
examples/testbed/tests/rope_test.h
Normal file
@ -0,0 +1,118 @@
|
||||
/*
|
||||
* 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 hebd 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 woubd 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 ROPE_TEST_H
|
||||
#define ROPE_TEST_H
|
||||
|
||||
extern Settings g_settings;
|
||||
|
||||
class Rope : public Test
|
||||
{
|
||||
public:
|
||||
enum
|
||||
{
|
||||
e_count = 10
|
||||
};
|
||||
|
||||
Rope()
|
||||
{
|
||||
g_camera.m_zoom = 30.0f;
|
||||
|
||||
b3Vec3 vs[e_count];
|
||||
float32 ms[e_count];
|
||||
|
||||
vs[0].Set(0.0f, 0.0f, 0.0f);
|
||||
ms[0] = 0.0f;
|
||||
|
||||
for (u32 i = 1; i < e_count; ++i)
|
||||
{
|
||||
ms[i] = 1.0f;
|
||||
vs[i].Set(float32(i), 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
b3RopeDef rd;
|
||||
rd.gravity.Set(0.0f, -10.0f, 0.0f);
|
||||
rd.masses = ms;
|
||||
rd.vertices = vs;
|
||||
rd.count = e_count;
|
||||
|
||||
m_rope.Initialize(rd);
|
||||
}
|
||||
|
||||
void KeyDown(int button)
|
||||
{
|
||||
if (button == GLFW_KEY_A)
|
||||
{
|
||||
m_rope.SetGravity(b3Vec3(-10.0f, 0.0f, 0.0f));
|
||||
}
|
||||
|
||||
if (button == GLFW_KEY_D)
|
||||
{
|
||||
m_rope.SetGravity(b3Vec3(10.0f, 0.0f, 0.0f));
|
||||
}
|
||||
|
||||
if (button == GLFW_KEY_S)
|
||||
{
|
||||
m_rope.SetGravity(b3Vec3(0.0f, 0.0f, 10.0f));
|
||||
}
|
||||
|
||||
if (button == GLFW_KEY_W)
|
||||
{
|
||||
m_rope.SetGravity(b3Vec3(0.0f, 0.0f, -10.0f));
|
||||
}
|
||||
|
||||
if (button == GLFW_KEY_Q)
|
||||
{
|
||||
m_rope.SetGravity(b3Vec3(0.0f, 10.0f, 0.0f));
|
||||
}
|
||||
|
||||
if (button == GLFW_KEY_E)
|
||||
{
|
||||
m_rope.SetGravity(b3Vec3(0.0f, -10.0f, 0.0f));
|
||||
}
|
||||
}
|
||||
|
||||
void Step()
|
||||
{
|
||||
float32 dt = g_settings.hertz > 0.0f ? 1.0f / g_settings.hertz : 0.0f;
|
||||
|
||||
if (g_settings.pause)
|
||||
{
|
||||
if (g_settings.singleStep)
|
||||
{
|
||||
g_settings.singleStep = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
dt = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
m_rope.Step(dt);
|
||||
m_rope.Draw(g_debugDraw);
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
{
|
||||
return new Rope();
|
||||
}
|
||||
|
||||
b3Rope m_rope;
|
||||
};
|
||||
|
||||
#endif
|
@ -22,10 +22,10 @@
|
||||
extern Settings g_settings;
|
||||
extern DebugDraw* g_debugDraw;
|
||||
|
||||
class Pendulum : public Test
|
||||
class SinglePendulum : public Test
|
||||
{
|
||||
public:
|
||||
Pendulum()
|
||||
SinglePendulum()
|
||||
{
|
||||
m_g = -10.0f;
|
||||
|
||||
@ -34,7 +34,7 @@ public:
|
||||
m_I = m_m * m_r * m_r;
|
||||
|
||||
// Initial state
|
||||
m_theta = 0.5f * B3_PI;
|
||||
m_theta = -0.5f * B3_PI;
|
||||
m_omega = 0.0f;
|
||||
}
|
||||
|
||||
@ -90,7 +90,7 @@ public:
|
||||
|
||||
static Test* Create()
|
||||
{
|
||||
return new Pendulum();
|
||||
return new SinglePendulum();
|
||||
}
|
||||
|
||||
// Gravity
|
Reference in New Issue
Block a user