Since I started altering the testbed for better maintainability, I prefered to drop this (tested) large change with a single commit. Some changes below: Put some globals in their correct place, Now Testbed uses the MVC pattern (Model-View Controller). This way it becomes better to maintain than using no pattern in my opinion. Fixed some bugs in the debug draw interface. Of course, updated almost all tests because of the differences. Update script.
153 lines
3.4 KiB
C++
153 lines
3.4 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 TEST_H
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#define TEST_H
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#include <glfw/glfw3.h>
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#include <imgui/imgui.h>
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#include <bounce/bounce.h>
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#include <testbed/framework/debug_draw.h>
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#include <testbed/framework/profiler.h>
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#include <testbed/framework/recorder_profiler.h>
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inline float32 RandomFloat(float32 a, float32 b)
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{
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float32 x = float32(rand()) / float32(RAND_MAX);
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float32 diff = b - a;
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float32 r = x * diff;
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return a + r;
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}
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// Test settings
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struct Settings
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{
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Settings()
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{
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hertz = 60.0f;
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inv_hertz = 1.0f / hertz;
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velocityIterations = 8;
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positionIterations = 2;
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sleep = false;
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warmStart = true;
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convexCache = true;
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drawCenterOfMasses = false;
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drawVerticesEdges = true;
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drawFaces = true;
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drawBounds = false;
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drawJoints = true;
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drawContactPoints = true;
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drawContactNormals = false;
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drawContactTangents = false;
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drawContactPolygons = false;
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drawStats = false;
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drawProfile = false;
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drawGrid = true;
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pause = false;
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singleStep = false;
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lastTestID = -1;
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testID = 0;
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}
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int lastTestID;
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int testID;
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bool pause;
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bool singleStep;
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float32 hertz, inv_hertz;
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int velocityIterations;
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int positionIterations;
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bool sleep;
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bool warmStart;
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bool convexCache;
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bool drawCenterOfMasses;
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bool drawBounds;
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bool drawVerticesEdges;
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bool drawFaces;
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bool drawSolidShapes;
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bool drawJoints;
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bool drawContactPoints;
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bool drawContactNormals;
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bool drawContactTangents;
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bool drawContactPolygons;
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bool drawStats;
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bool drawProfile;
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bool drawGrid;
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};
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extern Settings* g_settings;
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class RayCastListener : public b3RayCastListener
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{
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public:
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float32 ReportShape(b3Shape* shape, const b3Vec3& point, const b3Vec3& normal, float32 fraction)
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{
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hit.shape = shape;
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hit.point = point;
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hit.normal = normal;
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hit.fraction = fraction;
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return 1.0f;
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}
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b3RayCastSingleOutput hit;
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};
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class Test : public b3ContactListener
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{
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public:
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Test();
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virtual ~Test();
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virtual void BeginContact(b3Contact* contact) { }
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virtual void EndContact(b3Contact* contact) { }
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virtual void PreSolve(b3Contact* contact) { }
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virtual void Step();
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virtual void Dump() { }
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virtual void RayHit();
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virtual void MouseMove(const Ray3& pw);
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virtual void MouseLeftDown(const Ray3& pw);
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virtual void MouseLeftUp(const Ray3& pw);
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virtual void KeyDown(int button) { }
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virtual void KeyUp(int button) { }
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b3World m_world;
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b3RayCastSingleOutput m_rayHit;
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b3MouseJoint* m_mouseJoint;
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b3BoxHull m_groundHull;
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b3GridMesh<50, 50> m_groundMesh;
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};
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struct TestEntry
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{
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typedef Test* (*TestCreate)();
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const char* name;
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TestCreate create;
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};
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extern TestEntry g_tests[];
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extern u32 g_testCount;
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#endif |