2020-01-30 18:42:47 +00:00

112 lines
2.4 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 JENGA_H
#define JENGA_H
class Jenga : public Test
{
public:
enum
{
e_layerCount = 20,
e_depthCount = 3,
};
Jenga()
{
{
b3BodyDef bd;
b3Body* body = m_world.CreateBody(bd);
b3HullShape hs;
hs.m_hull = &m_groundHull;
b3ShapeDef sd;
sd.shape = &hs;
body->CreateShape(sd);
}
b3Vec3 boxScale(1.0f, 0.5f, 3.0f);
static b3BoxHull boxHull(boxScale.x, boxScale.y, boxScale.z);
scalar y = 2.0f;
for (u32 i = 0; i < e_layerCount / 2; ++i)
{
for (u32 j = 0; j < e_depthCount; ++j)
{
b3BodyDef bd;
bd.type = b3BodyType::e_dynamicBody;
bd.position.x = 2.0f * scalar(j) * boxScale.x;
bd.position.y = y;
bd.position.z = 0.0f;
b3Body* body = m_world.CreateBody(bd);
b3HullShape hs;
hs.m_hull = &boxHull;
b3ShapeDef sd;
sd.shape = &hs;
sd.density = 0.1f;
sd.friction = 0.3f;
body->CreateShape(sd);
}
y += 2.05f * boxScale.y;
for (u32 j = 0; j < e_depthCount; ++j)
{
b3BodyDef bd;
bd.type = b3BodyType::e_dynamicBody;
bd.orientation = b3QuatRotationY(0.5f * B3_PI);
bd.position.x = 2.0f * boxScale.x;
bd.position.y = y;
bd.position.z = -2.0f * boxScale.x + 2.0f * scalar(j) * boxScale.x;
b3Body* body = m_world.CreateBody(bd);
b3HullShape hs;
hs.m_hull = &boxHull;
b3ShapeDef sd;
sd.shape = &hs;
sd.density = 0.1f;
sd.friction = 0.3f;
body->CreateShape(sd);
}
y += 2.05f * boxScale.y;
}
}
static Test* Create()
{
return new Jenga();
}
};
#endif