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

167 lines
3.2 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 SENSOR_TEST_H
#define SENSOR_TEST_H
class SensorTest : public Test
{
public:
SensorTest()
{
{
b3BodyDef bd;
b3Body* ground = m_world.CreateBody(bd);
b3HullShape hs;
hs.m_hull = &m_groundHull;
b3ShapeDef sd;
sd.shape = &hs;
ground->CreateShape(sd);
}
{
b3BodyDef bd;
bd.position.Set(0.0f, 6.0f, 0.0f);
b3Body* body = m_world.CreateBody(bd);
static b3BoxHull boxHull(2.0f, 4.0f, 0.5f);
b3HullShape hs;
hs.m_hull = &boxHull;
b3ShapeDef sd;
sd.shape = &hs;
sd.isSensor = true;
m_sensor = body->CreateShape(sd);
}
{
b3BodyDef bd;
bd.type = b3BodyType::e_dynamicBody;
bd.position.Set(0.0f, 4.0f, 10.0f);
bd.linearVelocity.Set(0.0f, 0.0f, -20.0f);
m_character = m_world.CreateBody(bd);
b3CapsuleShape cap;
cap.m_vertex1.Set(0.0f, 2.0f, 0.0f);
cap.m_vertex2.Set(0.0f, -2.0f, 0.0f);
cap.m_radius = 0.5f;
b3ShapeDef sd;
sd.shape = ∩
sd.density = 1.5f;
sd.friction = 0.7f;
m_character->CreateShape(sd);
}
m_attack = false;
}
void BeginContact(b3Contact* c)
{
b3Shape* sA = c->GetShapeA();
b3Body* bA = sA->GetBody();
b3Shape* sB = c->GetShapeB();
b3Body* bB = sB->GetBody();
if (sA == m_sensor)
{
if (bB == m_character)
{
m_attack = true;
}
}
if (sB == m_sensor)
{
if (bA == m_character)
{
m_attack = true;
}
}
}
void EndContact(b3Contact* c)
{
b3Shape* sA = c->GetShapeA();
b3Body* bA = sA->GetBody();
b3Shape* sB = c->GetShapeB();
b3Body* bB = sB->GetBody();
if (sA == m_sensor)
{
}
if (sB == m_sensor)
{
}
}
void Step()
{
if (m_attack)
{
b3Body* sensorBody = m_sensor->GetBody();
b3BodyDef bd;
bd.type = b3BodyType::e_dynamicBody;
bd.position.Set(RandomFloat(-20.0f, 20.0f), RandomFloat(10.0f, 20.0f), RandomFloat(-20.0f, 20.0f));
b3Vec3 n = m_character->GetTransform().translation - bd.position;
n.Normalize();
bd.linearVelocity = 60.0f * n;
b3Body* enemy = m_world.CreateBody(bd);
b3SphereShape shape;
shape.m_center.Set(0.0f, 0.0f, 0.0f);
shape.m_radius = 0.5f;
b3ShapeDef sd;
sd.shape = &shape;
sd.density = 1.0f;
sd.friction = 1.0f;
enemy->CreateShape(sd);
m_attack = false;
}
Test::Step();
}
static Test* Create()
{
return new SensorTest();
}
b3Body* m_character;
b3Shape* m_sensor;
bool m_attack;
};
#endif