bounce/examples/testbed/tests/hull_contact_test.h

115 lines
2.6 KiB
C++

/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 HULL_CONTACT_TEST_H
#define HULL_CONTACT_TEST_H
class HullContactTest : public Test
{
public:
HullContactTest()
{
{
b3BodyDef bdef;
bdef.type = b3BodyType::e_staticBody;
b3Body* body = m_world.CreateBody(bdef);
b3HullShape hs;
hs.m_hull = &m_groundHull;
b3ShapeDef sdef;
sdef.shape = &hs;
sdef.friction = 1.0f;
body->CreateShape(sdef);
}
static b3QHull hulls[2];
for (u32 i = 0; i < 2; ++i)
{
b3QHull* hull = hulls + i;
const u32 count = 32;
b3Vec3 points[count];
for (u32 j = 0; j < count; ++j)
{
// Clamp to force coplanarities.
// This will stress the generation code.
float x = 3.0f * RandomFloat(-1.0f, 1.0f);
float y = 3.0f * RandomFloat(-1.0f, 1.0f);
float z = 3.0f * RandomFloat(-1.0f, 1.0f);
x = b3Clamp(x, -1.5f, 1.5f);
y = b3Clamp(y, -1.5f, 1.5f);
z = b3Clamp(z, -1.5f, 1.5f);
b3Vec3 p(x, y, z);
points[j] = p;
}
hull->Set(sizeof(b3Vec3), points, count);
}
{
b3BodyDef bdef;
bdef.type = b3BodyType::e_dynamicBody;
bdef.position.Set(0.0f, 5.0f, 0.0f);
b3Body* body = m_world.CreateBody(bdef);
b3HullShape hs;
hs.m_hull = hulls + 0;
b3ShapeDef sdef;
sdef.density = 0.1f;
sdef.friction = 0.1f;
sdef.shape = &hs;
body->CreateShape(sdef);
}
{
b3BodyDef bdef;
bdef.type = b3BodyType::e_dynamicBody;
bdef.position.Set(0.0f, 10.0f, 0.0f);
b3Body* body = m_world.CreateBody(bdef);
b3HullShape hs;
hs.m_hull = hulls + 1;
b3ShapeDef sdef;
sdef.density = 0.1f;
sdef.friction = 0.1f;
sdef.shape = &hs;
body->CreateShape(sdef);
}
}
static Test* Create()
{
return new HullContactTest();
}
};
#endif