/* * 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 ANGULAR_MOTION_H #define ANGULAR_MOTION_H class AngularMotion : public Test { public: AngularMotion() { b3BodyDef bd; b3Body* ground = m_world.CreateBody(bd); bd.type = e_dynamicBody; bd.angularVelocity.Set(0.0f, B3_PI, 0.0f); b3Body* body = m_world.CreateBody(bd); b3CapsuleShape shape; shape.m_centers[0].Set(0.0f, 0.0f, -1.0f); shape.m_centers[1].Set(0.0f, 0.0f, 1.0f); shape.m_radius = 1.0f; b3ShapeDef sdef; sdef.shape = &shape; sdef.density = 1.0f; body->CreateShape(sdef); b3SphereJointDef jd; jd.Initialize(ground, body, b3Vec3(0.0f, 0.0f, 0.0f)); m_world.CreateJoint(jd); } static Test* Create() { return new AngularMotion(); } }; #endif