mirror of https://github.com/axmolengine/axmol.git
181 lines
4.3 KiB
C
181 lines
4.3 KiB
C
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef APPLY_FORCE_H
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#define APPLY_FORCE_H
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class ApplyForce : public Test
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{
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public:
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ApplyForce()
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{
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m_world->SetGravity(b2Vec2(0.0f, 0.0f));
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const float32 k_restitution = 0.4f;
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b2Body* ground;
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{
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b2BodyDef bd;
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bd.position.Set(0.0f, 20.0f);
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ground = m_world->CreateBody(&bd);
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b2PolygonShape shape;
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b2FixtureDef sd;
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sd.shape = &shape;
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sd.density = 0.0f;
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sd.restitution = k_restitution;
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// Left vertical
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shape.SetAsEdge(b2Vec2(-20.0f, -20.0f), b2Vec2(-20.0f, 20.0f));
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ground->CreateFixture(&sd);
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// Right vertical
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shape.SetAsEdge(b2Vec2(20.0f, -20.0f), b2Vec2(20.0f, 20.0f));
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ground->CreateFixture(&sd);
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// Top horizontal
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shape.SetAsEdge(b2Vec2(-20.0f, 20.0f), b2Vec2(20.0f, 20.0f));
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ground->CreateFixture(&sd);
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// Bottom horizontal
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shape.SetAsEdge(b2Vec2(-20.0f, -20.0f), b2Vec2(20.0f, -20.0f));
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ground->CreateFixture(&sd);
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}
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{
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b2Transform xf1;
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xf1.R.Set(0.3524f * b2_pi);
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xf1.position = b2Mul(xf1.R, b2Vec2(1.0f, 0.0f));
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b2Vec2 vertices[3];
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vertices[0] = b2Mul(xf1, b2Vec2(-1.0f, 0.0f));
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vertices[1] = b2Mul(xf1, b2Vec2(1.0f, 0.0f));
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vertices[2] = b2Mul(xf1, b2Vec2(0.0f, 0.5f));
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b2PolygonShape poly1;
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poly1.Set(vertices, 3);
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b2FixtureDef sd1;
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sd1.shape = &poly1;
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sd1.density = 4.0f;
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b2Transform xf2;
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xf2.R.Set(-0.3524f * b2_pi);
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xf2.position = b2Mul(xf2.R, b2Vec2(-1.0f, 0.0f));
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vertices[0] = b2Mul(xf2, b2Vec2(-1.0f, 0.0f));
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vertices[1] = b2Mul(xf2, b2Vec2(1.0f, 0.0f));
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vertices[2] = b2Mul(xf2, b2Vec2(0.0f, 0.5f));
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b2PolygonShape poly2;
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poly2.Set(vertices, 3);
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b2FixtureDef sd2;
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sd2.shape = &poly2;
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sd2.density = 2.0f;
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.angularDamping = 5.0f;
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bd.linearDamping = 0.1f;
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bd.position.Set(0.0f, 2.0);
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bd.angle = b2_pi;
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bd.allowSleep = false;
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m_body = m_world->CreateBody(&bd);
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m_body->CreateFixture(&sd1);
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m_body->CreateFixture(&sd2);
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.5f, 0.5f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 1.0f;
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fd.friction = 0.3f;
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for (int i = 0; i < 10; ++i)
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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, 5.0f + 1.54f * i);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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float32 gravity = 10.0f;
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float32 I = body->GetInertia();
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float32 mass = body->GetMass();
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// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
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float32 radius = b2Sqrt(2.0f * I / mass);
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b2FrictionJointDef jd;
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jd.localAnchorA.SetZero();
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jd.localAnchorB.SetZero();
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jd.bodyA = ground;
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jd.bodyB = body;
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jd.collideConnected = true;
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jd.maxForce = mass * gravity;
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jd.maxTorque = mass * radius * gravity;
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m_world->CreateJoint(&jd);
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}
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}
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}
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void Keyboard(unsigned char key)
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{
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switch (key)
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{
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case 'w':
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{
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b2Vec2 f = m_body->GetWorldVector(b2Vec2(0.0f, -200.0f));
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b2Vec2 p = m_body->GetWorldPoint(b2Vec2(0.0f, 2.0f));
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m_body->ApplyForce(f, p);
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}
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break;
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case 'a':
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{
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m_body->ApplyTorque(50.0f);
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}
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break;
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case 'd':
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{
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m_body->ApplyTorque(-50.0f);
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}
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break;
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}
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}
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static Test* Create()
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{
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return new ApplyForce;
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}
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b2Body* m_body;
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};
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#endif
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