bounce/examples/testbed/tests/shape_stack.h

109 lines
2.5 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 SHAPE_STACK_H
#define SHAPE_STACK_H
class ShapeStack : public Test
{
public:
ShapeStack()
{
{
b3BodyDef bd;
b3Body* ground = m_world.CreateBody(bd);
b3MeshShape ms;
ms.m_mesh = m_meshes + e_gridMesh;
b3ShapeDef sd;
sd.shape = &ms;
ground->CreateShape(sd);
}
for (float32 y = 2.5f; y < 20.0f; y += 2.5f)
{
b3BodyDef bd;
bd.type = b3BodyType::e_dynamicBody;
bd.position.Set(-10.0f, y, 0.0f);
b3Body* body = m_world.CreateBody(bd);
b3SphereShape sphere;
sphere.m_center.SetZero();
sphere.m_radius = 1.0f;
b3ShapeDef sdef;
sdef.shape = &sphere;
sdef.density = 1.0f;
sdef.friction = 0.3f;
body->CreateShape(sdef);
}
for (float32 y = 2.5f; y < 20.0f; y += 2.5f)
{
b3BodyDef bd;
bd.type = b3BodyType::e_dynamicBody;
bd.position.Set(0.0f, y, 0.0f);
bd.orientation = b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.5f * B3_PI);
b3Body* body = m_world.CreateBody(bd);
b3CapsuleShape capsule;
capsule.m_centers[0].Set(0.0f, -1.0f, 0.0f);
capsule.m_centers[1].Set(0.0f, 1.0f, 0.0f);
capsule.m_radius = 1.0f;
b3ShapeDef sd;
sd.shape = &capsule;
sd.density = 1.0f;
sd.friction = 0.3f;
body->CreateShape(sd);
}
for (float32 y = 2.5f; y < 20.0f; y += 2.5f)
{
b3BodyDef bd;
bd.type = b3BodyType::e_dynamicBody;
bd.position.Set(10.0f, y, 0.0f);
b3Body* body = m_world.CreateBody(bd);
b3HullShape hull;
hull.m_hull = &m_boxHull;
b3ShapeDef sd;
sd.shape = &hull;
sd.density = 1.0f;
sd.friction = 0.3f;
body->CreateShape(sd);
}
}
static Test* Create()
{
return new ShapeStack();
}
};
#endif