bounce/examples/testbed/tests/linear_motion.h

74 lines
1.8 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 LINEAR_MOTION_H
#define LINEAR_MOTION_H
class LinearMotion : public Test
{
public:
LinearMotion()
{
b3BodyDef bdef;
bdef.type = e_dynamicBody;
bdef.position.Set(0.0f, 0.0f, 0.0f);
bdef.fixedRotationX = true;
bdef.fixedRotationY = true;
bdef.fixedRotationZ = true;
m_body = m_world.CreateBody(bdef);
b3CapsuleShape shape;
shape.m_vertex1.Set(0.0f, 1.0f, 0.0f);
shape.m_vertex2.Set(0.0f, -1.0f, 0.0f);
shape.m_radius = 1.0f;
b3ShapeDef sdef;
sdef.shape = &shape;
sdef.density = 1.0f;
m_body->CreateShape(sdef);
b3Vec3 g(0.0f, 0.0f, 0.0f);
m_world.SetGravity(g);
b3Vec3 f(0.0f, 0.0f, -10000.0f);
m_body->ApplyForceToCenter(f, true);
}
void Step()
{
Test::Step();
b3Vec3 p(0.0f, 0.0f, 0.0f);
if (b3Distance(m_body->GetPosition(), p) > 50.0f)
{
b3Quat q = m_body->GetOrientation();
m_body->SetTransform(p, q);
}
}
static Test* Create()
{
return new LinearMotion();
}
b3Body* m_body;
};
#endif