/* * 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 HULL_CONTACT_TEST_H #define HULL_CONTACT_TEST_H class HullContactTest : public Test { public: HullContactTest() { { b3BodyDef bdef; bdef.type = b3BodyType::e_staticBody; b3Body* body = m_world.CreateBody(bdef); b3HullShape hs; hs.m_hull = &m_groundHull; b3ShapeDef sdef; sdef.shape = &hs; sdef.friction = 1.0f; body->CreateShape(sdef); } static b3QHull hulls[2]; for (u32 i = 0; i < 2; ++i) { b3QHull* hull = hulls + i; const u32 count = 32; b3Vec3 points[count]; for (u32 j = 0; j < count; ++j) { // Clamp to force coplanarities. // This will stress the generation code. float32 x = 3.0f * RandomFloat(-1.0f, 1.0f); float32 y = 3.0f * RandomFloat(-1.0f, 1.0f); float32 z = 3.0f * RandomFloat(-1.0f, 1.0f); x = b3Clamp(x, -1.5f, 1.5f); y = b3Clamp(y, -1.5f, 1.5f); z = b3Clamp(z, -1.5f, 1.5f); b3Vec3 p(x, y, z); points[j] = p; } hull->Set(sizeof(b3Vec3), points, count); } { b3BodyDef bdef; bdef.type = b3BodyType::e_dynamicBody; bdef.position.Set(0.0f, 5.0f, 0.0f); b3Body* body = m_world.CreateBody(bdef); b3HullShape hs; hs.m_hull = hulls + 0; b3ShapeDef sdef; sdef.density = 0.1f; sdef.friction = 0.1f; sdef.shape = &hs; body->CreateShape(sdef); } { b3BodyDef bdef; bdef.type = b3BodyType::e_dynamicBody; bdef.position.Set(0.0f, 10.0f, 0.0f); b3Body* body = m_world.CreateBody(bdef); b3HullShape hs; hs.m_hull = hulls + 1; b3ShapeDef sdef; sdef.density = 0.1f; sdef.friction = 0.1f; sdef.shape = &hs; body->CreateShape(sdef); } } static Test* Create() { return new HullContactTest(); } }; #endif