bounce/examples/testbed/tests/character_test.h

103 lines
2.3 KiB
C++

/*
* 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 CHARACTER_H
#define CHARACTER_H
class Character : public Test
{
public:
Character()
{
{
b3BodyDef bdef;
b3Body* ground = m_world.CreateBody(bdef);
b3MeshShape ms;
ms.m_mesh = m_meshes + e_gridMesh;
b3ShapeDef sd;
sd.shape = &ms;
ground->CreateShape(sd);
}
{
b3BodyDef bdef;
bdef.type = b3BodyType::e_dynamicBody;
bdef.fixedRotationY = true;
bdef.position.Set(0.0f, 5.0f, 0.0f);
m_character = m_world.CreateBody(bdef);
b3CapsuleShape cap;
cap.m_centers[0].Set(0.0f, 1.0f, 0.0f);
cap.m_centers[1].Set(0.0f, -1.0f, 0.0f);
cap.m_radius = 1.0f;
b3ShapeDef sdef;
sdef.shape = ∩
sdef.density = 1.0f;
sdef.friction = 0.5f;
m_character->CreateShape(sdef);
}
}
void RayHit()
{
if (m_rayHit.shape)
{
if (m_rayHit.shape->GetBody() != m_character)
{
Test::RayHit();
}
}
}
void Step()
{
if (m_rayHit.shape)
{
if (m_rayHit.shape->GetBody() != m_character)
{
b3Vec3 point = m_rayHit.point;
b3Vec3 normal = m_rayHit.normal;
const b3Transform& xf = m_character->GetTransform();
b3Vec3 n = point - xf.position;
n.Normalize();
m_character->ApplyForceToCenter(100.0f * n, true);
g_debugDraw->DrawSolidCircle(normal, point + (0.05f * normal), 5.0f, b3Color(0.5f, 0.5f, 1.0f, 0.5f));
}
}
Test::Step();
}
static Test* Create()
{
return new Character();
}
b3Body* m_character;
};
#endif