197 lines
3.9 KiB
C++
197 lines
3.9 KiB
C++
/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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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 TEST_H
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#define TEST_H
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#include <glfw/glfw3.h>
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#include <bounce/bounce.h>
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#include <testbed/framework/draw.h>
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#include <testbed/framework/view_model.h>
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inline float32 RandomFloat(float32 a, float32 b)
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{
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float32 x = float32(rand()) / float32(RAND_MAX);
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float32 diff = b - a;
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float32 r = x * diff;
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return a + r;
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}
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class RayCastListener : public b3RayCastListener
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{
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public:
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float32 ReportShape(b3Shape* shape, const b3Vec3& point, const b3Vec3& normal, float32 fraction)
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{
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hit.shape = shape;
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hit.point = point;
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hit.normal = normal;
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hit.fraction = fraction;
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return 1.0f;
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}
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b3RayCastSingleOutput hit;
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};
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class BodyDragger
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{
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public:
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BodyDragger(Ray3* ray, b3World* world)
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{
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m_ray = ray;
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m_world = world;
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m_shape = nullptr;
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m_mouseJoint = nullptr;
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}
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~BodyDragger()
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{
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}
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bool StartDragging()
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{
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B3_ASSERT(m_mouseJoint == nullptr);
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b3RayCastSingleOutput out;
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if (m_world->RayCastSingle(&out, m_ray->A(), m_ray->B()) == false)
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{
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return false;
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}
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m_x = out.fraction;
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m_shape = out.shape;
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b3BodyDef bd;
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b3Body* groundBody = m_world->CreateBody(bd);
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b3Body* body = m_shape->GetBody();
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body->SetAwake(true);
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b3MouseJointDef jd;
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jd.bodyA = groundBody;
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jd.bodyB = body;
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jd.target = out.point;
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jd.maxForce = 2000.0f * body->GetMass();
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m_mouseJoint = (b3MouseJoint*)m_world->CreateJoint(jd);
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m_p = body->GetLocalPoint(out.point);
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return true;
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}
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void Drag()
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{
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B3_ASSERT(m_mouseJoint);
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m_mouseJoint->SetTarget(GetPointB());
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}
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void StopDragging()
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{
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B3_ASSERT(m_mouseJoint);
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b3Body* groundBody = m_mouseJoint->GetBodyA();
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m_world->DestroyJoint(m_mouseJoint);
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m_mouseJoint = nullptr;
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m_world->DestroyBody(groundBody);
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m_shape = nullptr;
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}
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bool IsSelected() const
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{
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return m_mouseJoint != nullptr;
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}
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Ray3* GetRay() const
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{
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return m_ray;
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}
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b3Body* GetBody() const
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{
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B3_ASSERT(m_shape);
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return m_shape->GetBody();
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}
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b3Vec3 GetPointA() const
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{
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B3_ASSERT(m_shape);
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return m_shape->GetBody()->GetWorldPoint(m_p);
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}
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b3Vec3 GetPointB() const
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{
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B3_ASSERT(m_mouseJoint);
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return (1.0f - m_x) * m_ray->A() + m_x * m_ray->B();
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}
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private:
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Ray3* m_ray;
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float32 m_x;
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b3World* m_world;
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b3Shape* m_shape;
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b3Vec3 m_p;
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b3MouseJoint* m_mouseJoint;
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};
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class Test : public b3ContactListener
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{
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public:
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Test();
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virtual ~Test();
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virtual void Save() { }
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virtual void Step();
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virtual void MouseMove(const Ray3& pw);
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virtual void MouseLeftDown(const Ray3& pw);
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virtual void MouseLeftUp(const Ray3& pw);
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virtual void KeyDown(int button) { }
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virtual void KeyUp(int button) { }
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virtual void BeginDragging() { }
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virtual void EndDragging() { }
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void BeginContact(b3Contact* c) override { }
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void EndContact(b3Contact* c) override { }
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void PreSolve(b3Contact* c) override { }
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b3World m_world;
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Ray3 m_bodyRay;
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BodyDragger m_bodyDragger;
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b3BoxHull m_groundHull;
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b3GridMesh<50, 50> m_groundMesh;
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};
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struct TestEntry
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{
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typedef Test* (*TestCreate)();
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const char* name;
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TestCreate create;
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};
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extern TestEntry g_tests[];
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extern u32 g_testCount;
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#endif |