bounce/examples/testbed/tests/quadric_shapes.h
2019-02-26 16:41:28 -03:00

133 lines
2.8 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 QUADRIC_SHAPES_H
#define QUADRIC_SHAPES_H
class QuadricShapes : public Test
{
public:
QuadricShapes()
{
{
b3BodyDef bd;
b3Body* ground = m_world.CreateBody(bd);
b3HullShape hs;
hs.m_hull = &m_groundHull;
b3ShapeDef sd;
sd.shape = &hs;
ground->CreateShape(sd);
}
{
b3BodyDef bdef;
bdef.type = e_dynamicBody;
bdef.position.Set(-10.0f, 5.0f, 0.0f);
b3Body* body = m_world.CreateBody(bdef);
b3SphereShape sphere;
sphere.m_center.SetZero();
sphere.m_radius = 1.0f;
b3ShapeDef sdef;
sdef.density = 0.1f;
sdef.friction = 0.3f;
sdef.shape = &sphere;
body->CreateShape(sdef);
}
{
b3BodyDef bdef;
bdef.type = e_dynamicBody;
bdef.position.Set(-5.0f, 5.0f, 0.0f);
b3Body* body = m_world.CreateBody(bdef);
b3CapsuleShape capsule;
capsule.m_centers[0].Set(0.0f, 0.0f, -1.0f);
capsule.m_centers[1].Set(0.0f, 0.0f, 1.0f);
capsule.m_radius = 1.0f;
b3ShapeDef sdef;
sdef.density = 0.1f;
sdef.friction = 0.2f;
sdef.shape = &capsule;
body->CreateShape(sdef);
}
{
b3BodyDef bdef;
bdef.type = e_dynamicBody;
bdef.position.Set(0.0f, 5.0f, 0.0f);
b3Body* body = m_world.CreateBody(bdef);
m_coneHull.SetAsCone();
b3HullShape hull;
hull.m_hull = &m_coneHull;
b3ShapeDef sdef;
sdef.density = 0.1f;
sdef.friction = 0.3f;
sdef.shape = &hull;
body->CreateShape(sdef);
}
{
b3BodyDef bdef;
bdef.type = e_dynamicBody;
bdef.position.Set(4.0f, 5.0f, 0.0f);
b3Body* body = m_world.CreateBody(bdef);
m_cylinderHull.SetAsCylinder();
b3HullShape hull;
hull.m_hull = &m_cylinderHull;
b3ShapeDef sdef;
sdef.density = 0.1f;
sdef.friction = 0.2f;
sdef.shape = &hull;
body->CreateShape(sdef);
}
}
~QuadricShapes()
{
}
static Test* Create()
{
return new QuadricShapes();
}
b3QHull m_coneHull;
b3QHull m_cylinderHull;
};
#endif