bounce/examples/testbed/tests/newton_cradle.h
2020-01-30 18:42:47 +00:00

125 lines
2.7 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 NEWTON_CRADLE_H
#define NEWTON_CRADLE_H
class NewtonCradle : public Test
{
public:
NewtonCradle()
{
{
b3BodyDef bd;
b3Body* ground = m_world.CreateBody(bd);
b3HullShape hs;
hs.m_hull = &m_groundHull;
b3ShapeDef sd;
sd.shape = &hs;
ground->CreateShape(sd);
}
b3CapsuleShape edge;
edge.m_vertex1.Set(0.0f, -10.0f, 0.0f);
edge.m_vertex2.Set(0.0f, 10.0f, 0.0f);
edge.m_radius = 0.5f;
b3Body* frame1, *frame2;
{
b3BodyDef bd;
bd.orientation = b3QuatRotationZ(0.5f * B3_PI);
bd.position.Set(0.0f, 10.0f, -5.0f);
frame1 = m_world.CreateBody(bd);
b3ShapeDef sd;
sd.shape = &edge;
frame1->CreateShape(sd);
}
{
b3BodyDef bd;
bd.orientation = b3QuatRotationZ(0.5f * B3_PI);
bd.position.Set(0.0f, 10.0f, 5.0f);
frame2 = m_world.CreateBody(bd);
b3ShapeDef sd;
sd.shape = &edge;
frame2->CreateShape(sd);
}
b3Vec3 center;
center.Set(-5.0f, 4.0f, 0.0f);
b3SphereShape vertex;
vertex.m_center.SetZero();
vertex.m_radius = 1.0f;
u32 count = 6;
for (u32 i = 0; i < count; ++i)
{
b3BodyDef bd;
bd.type = e_dynamicBody;
bd.position = center;
if (i == count - 1)
{
bd.linearVelocity.x = 5.0f;
}
b3Body* ball = m_world.CreateBody(bd);
b3ShapeDef sd;
sd.shape = &vertex;
sd.density = 1.0f;
sd.friction = 0.8f;
ball->CreateShape(sd);
b3Vec3 c1;
c1.x = center.x;
c1.y = 10.0f;
c1.z = 0.0f;
b3SphereJointDef jd1;
jd1.bodyA = frame1;
jd1.collideLinked = true;
jd1.bodyB = ball;
jd1.localAnchorA = b3MulT(frame1->GetTransform(), c1);
jd1.localAnchorB = b3MulT(ball->GetTransform(), c1);
m_world.CreateJoint(jd1);
center.x += 2.0f * vertex.m_radius;
}
}
static Test* Create()
{
return new NewtonCradle();
}
};
#endif