56 lines
1.6 KiB
C++
56 lines
1.6 KiB
C++
/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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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 ANGULAR_MOTION_H
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#define ANGULAR_MOTION_H
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class AngularMotion : public Test
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{
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public:
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AngularMotion()
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{
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b3BodyDef bd;
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b3Body* ground = m_world.CreateBody(bd);
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bd.type = e_dynamicBody;
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bd.angularVelocity.Set(0.0f, B3_PI, 0.0f);
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b3Body* body = m_world.CreateBody(bd);
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b3CapsuleShape shape;
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shape.m_vertex1.Set(0.0f, 0.0f, -1.0f);
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shape.m_vertex2.Set(0.0f, 0.0f, 1.0f);
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shape.m_radius = 1.0f;
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b3ShapeDef sdef;
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sdef.shape = &shape;
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sdef.density = 1.0f;
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body->CreateShape(sdef);
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b3SphereJointDef jd;
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jd.Initialize(ground, body, b3Vec3(0.0f, 0.0f, 0.0f));
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m_world.CreateJoint(jd);
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}
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static Test* Create()
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{
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return new AngularMotion();
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}
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};
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#endif |