/* * 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 SENSOR_TEST_H #define SENSOR_TEST_H class SensorTest : public Test { public: SensorTest() { { b3BodyDef bd; b3Body* ground = m_world.CreateBody(bd); b3HullShape hs; hs.m_hull = &m_groundHull; b3ShapeDef sd; sd.shape = &hs; ground->CreateShape(sd); } { b3BodyDef bd; bd.position.Set(0.0f, 6.0f, 0.0f); b3Body* body = m_world.CreateBody(bd); static b3BoxHull boxHull(2.0f, 4.0f, 0.5f); b3HullShape hs; hs.m_hull = &boxHull; b3ShapeDef sd; sd.shape = &hs; sd.isSensor = true; m_sensor = body->CreateShape(sd); } { b3BodyDef bd; bd.type = b3BodyType::e_dynamicBody; bd.position.Set(0.0f, 4.0f, 10.0f); bd.linearVelocity.Set(0.0f, 0.0f, -20.0f); m_character = m_world.CreateBody(bd); b3CapsuleShape cap; cap.m_vertex1.Set(0.0f, 2.0f, 0.0f); cap.m_vertex2.Set(0.0f, -2.0f, 0.0f); cap.m_radius = 0.5f; b3ShapeDef sd; sd.shape = ∩ sd.density = 1.5f; sd.friction = 0.7f; m_character->CreateShape(sd); } m_attack = false; } void BeginContact(b3Contact* c) { b3Shape* sA = c->GetShapeA(); b3Body* bA = sA->GetBody(); b3Shape* sB = c->GetShapeB(); b3Body* bB = sB->GetBody(); if (sA == m_sensor) { if (bB == m_character) { m_attack = true; } } if (sB == m_sensor) { if (bA == m_character) { m_attack = true; } } } void EndContact(b3Contact* c) { b3Shape* sA = c->GetShapeA(); b3Body* bA = sA->GetBody(); b3Shape* sB = c->GetShapeB(); b3Body* bB = sB->GetBody(); if (sA == m_sensor) { } if (sB == m_sensor) { } } void Step() { if (m_attack) { b3Body* sensorBody = m_sensor->GetBody(); b3BodyDef bd; bd.type = b3BodyType::e_dynamicBody; bd.position.Set(RandomFloat(-20.0f, 20.0f), RandomFloat(10.0f, 20.0f), RandomFloat(-20.0f, 20.0f)); b3Vec3 n = m_character->GetTransform().translation - bd.position; n.Normalize(); bd.linearVelocity = 60.0f * n; b3Body* enemy = m_world.CreateBody(bd); b3SphereShape shape; shape.m_center.Set(0.0f, 0.0f, 0.0f); shape.m_radius = 0.5f; b3ShapeDef sd; sd.shape = &shape; sd.density = 1.0f; sd.friction = 1.0f; enemy->CreateShape(sd); m_attack = false; } Test::Step(); } static Test* Create() { return new SensorTest(); } b3Body* m_character; b3Shape* m_sensor; bool m_attack; }; #endif