/* * Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io * * 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 LINEAR_MOTION_H #define LINEAR_MOTION_H class LinearMotion : public Test { public: LinearMotion() { b3BodyDef bdef; bdef.type = e_dynamicBody; bdef.position.Set(0.0f, 0.0f, 0.0f); bdef.fixedRotationX = true; bdef.fixedRotationY = true; bdef.fixedRotationZ = true; m_body = m_world.CreateBody(bdef); b3CapsuleShape shape; shape.m_centers[0].Set(0.0f, 1.0f, 0.0f); shape.m_centers[1].Set(0.0f, -1.0f, 0.0f); shape.m_radius = 1.0f; b3ShapeDef sdef; sdef.shape = &shape; sdef.density = 1.0f; m_body->CreateShape(sdef); b3Vec3 g(0.0f, 0.0f, 0.0f); m_world.SetGravity(g); b3Vec3 f(0.0f, 0.0f, -10000.0f); m_body->ApplyForceToCenter(f, true); } void Step() { Test::Step(); b3Vec3 q(0.0f, 0.0f, 0.0f); b3Vec3 p = m_body->GetTransform().position; if (b3Distance(p, q) > 50.0f) { b3Quat quat = m_body->GetSweep().orientation; b3Vec3 axis; float32 angle; quat.GetAxisAngle(&axis, &angle); m_body->SetTransform(q, axis, angle); } } static Test* Create() { return new LinearMotion(); } b3Body* m_body; }; #endif