115 lines
2.6 KiB
C++
115 lines
2.6 KiB
C++
/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef HULL_CONTACT_TEST_H
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#define HULL_CONTACT_TEST_H
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class HullContactTest : public Test
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{
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public:
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HullContactTest()
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{
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{
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b3BodyDef bdef;
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bdef.type = b3BodyType::e_staticBody;
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b3Body* body = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &m_groundHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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sdef.friction = 1.0f;
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body->CreateShape(sdef);
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}
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static b3QHull hulls[2];
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for (u32 i = 0; i < 2; ++i)
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{
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b3QHull* hull = hulls + i;
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const u32 count = 32;
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b3Vec3 points[count];
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for (u32 j = 0; j < count; ++j)
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{
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// Clamp to force coplanarities.
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// This will stress the generation code.
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float32 x = 3.0f * RandomFloat(-1.0f, 1.0f);
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float32 y = 3.0f * RandomFloat(-1.0f, 1.0f);
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float32 z = 3.0f * RandomFloat(-1.0f, 1.0f);
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x = b3Clamp(x, -1.5f, 1.5f);
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y = b3Clamp(y, -1.5f, 1.5f);
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z = b3Clamp(z, -1.5f, 1.5f);
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b3Vec3 p(x, y, z);
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points[j] = p;
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}
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hull->Set(sizeof(b3Vec3), points, count);
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}
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{
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b3BodyDef bdef;
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bdef.type = b3BodyType::e_dynamicBody;
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bdef.position.Set(0.0f, 5.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = hulls + 0;
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b3ShapeDef sdef;
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sdef.density = 0.1f;
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sdef.friction = 0.1f;
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sdef.shape = &hs;
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body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.type = b3BodyType::e_dynamicBody;
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bdef.position.Set(0.0f, 10.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = hulls + 1;
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b3ShapeDef sdef;
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sdef.density = 0.1f;
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sdef.friction = 0.1f;
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sdef.shape = &hs;
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body->CreateShape(sdef);
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}
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}
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static Test* Create()
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{
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return new HullContactTest();
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}
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};
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#endif |