/* * 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 SHAPE_STACK_H #define SHAPE_STACK_H class ShapeStack : public Test { public: ShapeStack() { { b3BodyDef bd; b3Body* ground = m_world.CreateBody(bd); b3MeshShape ms; ms.m_mesh = m_meshes + e_gridMesh; b3ShapeDef sd; sd.shape = &ms; ground->CreateShape(sd); } for (float32 y = 2.5f; y < 20.0f; y += 2.5f) { b3BodyDef bd; bd.type = b3BodyType::e_dynamicBody; bd.position.Set(-10.0f, y, 0.0f); b3Body* body = m_world.CreateBody(bd); b3SphereShape sphere; sphere.m_center.SetZero(); sphere.m_radius = 1.0f; b3ShapeDef sdef; sdef.shape = &sphere; sdef.density = 1.0f; sdef.friction = 0.3f; body->CreateShape(sdef); } for (float32 y = 2.5f; y < 20.0f; y += 2.5f) { b3BodyDef bd; bd.type = b3BodyType::e_dynamicBody; bd.position.Set(0.0f, y, 0.0f); bd.orientation = b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.5f * B3_PI); b3Body* body = m_world.CreateBody(bd); b3CapsuleShape capsule; capsule.m_centers[0].Set(0.0f, -1.0f, 0.0f); capsule.m_centers[1].Set(0.0f, 1.0f, 0.0f); capsule.m_radius = 1.0f; b3ShapeDef sd; sd.shape = &capsule; sd.density = 1.0f; sd.friction = 0.3f; body->CreateShape(sd); } for (float32 y = 2.5f; y < 20.0f; y += 2.5f) { b3BodyDef bd; bd.type = b3BodyType::e_dynamicBody; bd.position.Set(10.0f, y, 0.0f); b3Body* body = m_world.CreateBody(bd); b3HullShape hull; hull.m_hull = &m_boxHull; b3ShapeDef sd; sd.shape = &hull; sd.density = 1.0f; sd.friction = 0.3f; body->CreateShape(sd); } } static Test* Create() { return new ShapeStack(); } }; #endif