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.
170 lines
3.6 KiB
C++
170 lines
3.6 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 VARYING_FRICTION_H
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#define VARYING_FRICTION_H
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class VaryingFriction : public Test
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{
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public:
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VaryingFriction()
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{
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{
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b3BodyDef bdef;
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b3Body* ground = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &m_groundHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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ground->CreateShape(sd);
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}
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static b3BoxHull rampHull;
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{
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b3Transform xf;
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xf.position.SetZero();
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xf.rotation = b3Diagonal(25.0f, 0.5f, 25.0f);
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rampHull.SetTransform(xf);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(-20.0f, 20.0f, 0.0f);
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bdef.orientation = b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), -0.1f * B3_PI);
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b3Body* ramp = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &rampHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.friction = 0.4f;
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ramp->CreateShape(sd);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(20.0f, 30.0f, 0.0f);
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bdef.orientation = b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.1f * B3_PI);
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b3Body* ramp = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &rampHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.friction = 0.3f;
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ramp->CreateShape(sd);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(-20.0f, 40.0f, 0.0f);
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bdef.orientation = b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), -0.1f * B3_PI);
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b3Body* ramp = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &rampHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.friction = 0.2f;
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ramp->CreateShape(sd);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(20.0f, 50.0f, 0.0f);
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bdef.orientation = b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), 0.1f * B3_PI);
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b3Body* ramp = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &rampHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.friction = 0.1f;
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ramp->CreateShape(sd);
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}
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{
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b3BodyDef bd;
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bd.type = b3BodyType::e_dynamicBody;
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bd.position.Set(40.0f, 70.0f, -10.0f);
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &b3BoxHull_identity;
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b3ShapeDef sd;
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sd.density = 1.0f;
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sd.friction = 0.2f;
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sd.shape = &hs;
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body->CreateShape(sd);
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}
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{
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b3BodyDef bd;
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bd.type = b3BodyType::e_dynamicBody;
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bd.position.Set(40.0f, 70.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &b3BoxHull_identity;
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b3ShapeDef sd;
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sd.density = 1.0f;
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sd.friction = 0.5f;
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sd.shape = &hs;
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body->CreateShape(sd);
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}
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{
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b3BodyDef bd;
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bd.type = b3BodyType::e_dynamicBody;
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bd.position.Set(40.0f, 70.0f, 10.0f);
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &b3BoxHull_identity;
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b3ShapeDef sd;
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sd.density = 1.0f;
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sd.friction = 0.8f;
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sd.shape = &hs;
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body->CreateShape(sd);
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}
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}
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static Test* Create()
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{
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return new VaryingFriction();
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}
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};
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#endif |