2021-07-06 21:02:47 +08:00
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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2021-08-12 15:34:24 +08:00
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#include "settings.h"
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#include "test.h"
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2021-07-06 21:02:47 +08:00
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/// This test shows how to use a motor joint. A motor joint
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/// can be used to animate a dynamic body. With finite motor forces
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/// the body can be blocked by collision with other bodies.
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class MotorJoint : public Test
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{
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public:
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MotorJoint()
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{
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b2Body* ground = NULL;
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{
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b2BodyDef bd;
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ground = m_world->CreateBody(&bd);
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b2EdgeShape shape;
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shape.SetTwoSided(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
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b2FixtureDef fd;
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fd.shape = &shape;
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ground->CreateFixture(&fd);
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}
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// Define motorized body
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(0.0f, 8.0f);
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b2Body* body = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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shape.SetAsBox(2.0f, 0.5f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.friction = 0.6f;
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fd.density = 2.0f;
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body->CreateFixture(&fd);
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b2MotorJointDef mjd;
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mjd.Initialize(ground, body);
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mjd.maxForce = 1000.0f;
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mjd.maxTorque = 1000.0f;
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m_joint = (b2MotorJoint*)m_world->CreateJoint(&mjd);
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}
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m_go = false;
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m_time = 0.0f;
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}
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2021-07-19 18:33:03 +08:00
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void Keyboard(int key) override
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{
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switch (key)
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{
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case GLFW_KEY_S:
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m_go = !m_go;
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break;
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}
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}
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2021-07-06 21:02:47 +08:00
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2021-08-12 15:34:24 +08:00
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void Step(Settings& settings) override
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2021-07-06 21:02:47 +08:00
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{
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2021-08-12 15:34:24 +08:00
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if (m_go && settings.m_hertz > 0.0f)
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{
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m_time += 1.0f / settings.m_hertz;
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}
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2021-07-06 21:02:47 +08:00
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b2Vec2 linearOffset;
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linearOffset.x = 6.0f * sinf(2.0f * m_time);
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linearOffset.y = 8.0f + 4.0f * sinf(1.0f * m_time);
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float angularOffset = 4.0f * m_time;
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m_joint->SetLinearOffset(linearOffset);
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m_joint->SetAngularOffset(angularOffset);
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2021-07-19 18:33:03 +08:00
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g_debugDraw.DrawPoint(linearOffset, 4.0f, b2Color(0.9f, 0.9f, 0.9f));
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2021-07-06 21:02:47 +08:00
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2021-07-19 18:33:03 +08:00
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Test::Step(settings);
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2021-08-19 14:35:44 +08:00
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DrawString(5, m_textLine, "Keys: (s) pause");
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2021-07-19 18:33:03 +08:00
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m_textLine += 15;
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2021-07-06 21:02:47 +08:00
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}
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static Test* Create()
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{
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return new MotorJoint;
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}
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b2MotorJoint* m_joint;
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float m_time;
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bool m_go;
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};
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static int testIndex = RegisterTest("Joints", "Motor Joint", MotorJoint::Create);
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