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