2018-09-03 16:32:06 -03:00

130 lines
3.9 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.
*/
#include <bounce/bounce.h>
#include <stdio.h>
// We don't care for a profiler. This definition does nothing.
void b3BeginProfileScope(const char* name)
{
}
// We don't care for a profiler. This definition does nothing.
void b3EndProfileScope()
{
}
// This example shows how to setup and run a simple simulation
// using Bounce.
int main(int argc, char** argv)
{
// The world. We allocate it using the heap but you can to it
// on the stack if the stack is sufficiently large.
b3World* world = new b3World();
// The world gravity.
const b3Vec3 gravity(0.0f, -9.8f, 0.0f);
world->SetGravity(gravity);
// The fixed time step size.
const float32 timeStep = 1.0f / 60.0f;
// Number of iterations for the velocity constraint solver.
const u32 velocityIterations = 8;
// Number of iterations for the position constraint solver.
const u32 positionIterations = 2;
// Create a static ground body at the world origin.
b3BodyDef groundDef;
b3Body* ground = world->CreateBody(groundDef);
// Create a box positioned at the world origin and
// aligned with the world frame.
b3BoxHull groundBox;
// Set the ground box dimensions using a linear scale transform.
b3Transform scale;
scale.position.SetZero();
scale.rotation = b3Diagonal(10.0f, 1.0f, 10.0f);
groundBox.SetTransform(scale);
// Create the box physics wrapper.
b3HullShape groundShape;
groundShape.m_hull = &groundBox;
// Add the box to the ground body.
b3ShapeDef groundBoxDef;
groundBoxDef.shape = &groundShape;
ground->CreateShape(groundBoxDef);
// Create a dynamic body.
b3BodyDef bodyDef;
bodyDef.type = e_dynamicBody;
// Position the body 10 meters high from the world origin.
bodyDef.position.Set(0.0f, 10.0f, 0.0f);
// Set the initial angular velocity to pi radians (180 degrees) per second.
bodyDef.angularVelocity.Set(0.0f, B3_PI, 0.0f);
b3Body* body = world->CreateBody(bodyDef);
// Create a unit box positioned at the world origin and
// aligned with the world frame.
b3BoxHull bodyBox;
bodyBox.SetIdentity();
// Create the box physics wrapper.
b3HullShape bodyShape;
bodyShape.m_hull = &bodyBox;
// Add the box to the body.
b3ShapeDef bodyBoxDef;
bodyBoxDef.shape = &bodyShape;
bodyBoxDef.density = 1.0f;
body->CreateShape(bodyBoxDef);
// Run a small game loop of 60 frames length.
for (u32 i = 0; i < 60; ++i)
{
// Perform a time step of the world in this frame.
world->Step(timeStep, velocityIterations, positionIterations);
// Read the body position and orientation in this frame.
b3Vec3 position = body->GetPosition();
b3Quat orientation = body->GetOrientation();
// Decode the axis and angle of rotation about it from the quaternion.
b3Vec3 axis;
float32 angle;
orientation.GetAxisAngle(&axis, &angle);
// Visualize the body state in this frame.
printf("position = %.2f %.2f %.2f\n", position.x, position.y, position.z);
printf("axis = %.2f %.2f %.2f, angle = %.2f\n\n", axis.x, axis.y, axis.z, angle);
}
// Now destroy the bodies since the world manages their lifetime.
delete world;
return 0;
}