/* * Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com * * 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. */ // Inspired by a contribution by roman_m // Dimensions scooped from APE (http://www.cove.org/ape/index.htm) #ifndef THEO_JANSEN_H #define THEO_JANSEN_H class TheoJansen : public Test { public: void CreateLeg(float32 s, const b2Vec2& wheelAnchor) { b2Vec2 p1(5.4f * s, -6.1f); b2Vec2 p2(7.2f * s, -1.2f); b2Vec2 p3(4.3f * s, -1.9f); b2Vec2 p4(3.1f * s, 0.8f); b2Vec2 p5(6.0f * s, 1.5f); b2Vec2 p6(2.5f * s, 3.7f); b2FixtureDef fd1, fd2; fd1.filter.groupIndex = -1; fd2.filter.groupIndex = -1; fd1.density = 1.0f; fd2.density = 1.0f; b2PolygonShape poly1, poly2; if (s > 0.0f) { b2Vec2 vertices[3]; vertices[0] = p1; vertices[1] = p2; vertices[2] = p3; poly1.Set(vertices, 3); vertices[0] = b2Vec2_zero; vertices[1] = p5 - p4; vertices[2] = p6 - p4; poly2.Set(vertices, 3); } else { b2Vec2 vertices[3]; vertices[0] = p1; vertices[1] = p3; vertices[2] = p2; poly1.Set(vertices, 3); vertices[0] = b2Vec2_zero; vertices[1] = p6 - p4; vertices[2] = p5 - p4; poly2.Set(vertices, 3); } fd1.shape = &poly1; fd2.shape = &poly2; b2BodyDef bd1, bd2; bd1.type = b2_dynamicBody; bd2.type = b2_dynamicBody; bd1.position = m_offset; bd2.position = p4 + m_offset; bd1.angularDamping = 10.0f; bd2.angularDamping = 10.0f; b2Body* body1 = m_world->CreateBody(&bd1); b2Body* body2 = m_world->CreateBody(&bd2); body1->CreateFixture(&fd1); body2->CreateFixture(&fd2); b2DistanceJointDef djd; // Using a soft distance constraint can reduce some jitter. // It also makes the structure seem a bit more fluid by // acting like a suspension system. djd.dampingRatio = 0.5f; djd.frequencyHz = 10.0f; djd.Initialize(body1, body2, p2 + m_offset, p5 + m_offset); m_world->CreateJoint(&djd); djd.Initialize(body1, body2, p3 + m_offset, p4 + m_offset); m_world->CreateJoint(&djd); djd.Initialize(body1, m_wheel, p3 + m_offset, wheelAnchor + m_offset); m_world->CreateJoint(&djd); djd.Initialize(body2, m_wheel, p6 + m_offset, wheelAnchor + m_offset); m_world->CreateJoint(&djd); b2RevoluteJointDef rjd; rjd.Initialize(body2, m_chassis, p4 + m_offset); m_world->CreateJoint(&rjd); } TheoJansen() { m_offset.Set(0.0f, 8.0f); m_motorSpeed = 2.0f; m_motorOn = true; b2Vec2 pivot(0.0f, 0.8f); // Ground { b2BodyDef bd; b2Body* ground = m_world->CreateBody(&bd); b2PolygonShape shape; shape.SetAsEdge(b2Vec2(-50.0f, 0.0f), b2Vec2(50.0f, 0.0f)); ground->CreateFixture(&shape, 0.0f); shape.SetAsEdge(b2Vec2(-50.0f, 0.0f), b2Vec2(-50.0f, 10.0f)); ground->CreateFixture(&shape, 0.0f); shape.SetAsEdge(b2Vec2(50.0f, 0.0f), b2Vec2(50.0f, 10.0f)); ground->CreateFixture(&shape, 0.0f); } // Balls for (int32 i = 0; i < 40; ++i) { b2CircleShape shape; shape.m_radius = 0.25f; b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(-40.0f + 2.0f * i, 0.5f); b2Body* body = m_world->CreateBody(&bd); body->CreateFixture(&shape, 1.0f); } // Chassis { b2PolygonShape shape; shape.SetAsBox(2.5f, 1.0f); b2FixtureDef sd; sd.density = 1.0f; sd.shape = &shape; sd.filter.groupIndex = -1; b2BodyDef bd; bd.type = b2_dynamicBody; bd.position = pivot + m_offset; m_chassis = m_world->CreateBody(&bd); m_chassis->CreateFixture(&sd); } { b2CircleShape shape; shape.m_radius = 1.6f; b2FixtureDef sd; sd.density = 1.0f; sd.shape = &shape; sd.filter.groupIndex = -1; b2BodyDef bd; bd.type = b2_dynamicBody; bd.position = pivot + m_offset; m_wheel = m_world->CreateBody(&bd); m_wheel->CreateFixture(&sd); } { b2RevoluteJointDef jd; jd.Initialize(m_wheel, m_chassis, pivot + m_offset); jd.collideConnected = false; jd.motorSpeed = m_motorSpeed; jd.maxMotorTorque = 400.0f; jd.enableMotor = m_motorOn; m_motorJoint = (b2RevoluteJoint*)m_world->CreateJoint(&jd); } b2Vec2 wheelAnchor; wheelAnchor = pivot + b2Vec2(0.0f, -0.8f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); m_wheel->SetTransform(m_wheel->GetPosition(), 120.0f * b2_pi / 180.0f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); m_wheel->SetTransform(m_wheel->GetPosition(), -120.0f * b2_pi / 180.0f); CreateLeg(-1.0f, wheelAnchor); CreateLeg(1.0f, wheelAnchor); } void Step(Settings* settings) { m_debugDraw.DrawString(5, m_textLine, "Keys: left = a, brake = s, right = d, toggle motor = m"); m_textLine += 15; Test::Step(settings); } void Keyboard(unsigned char key) { switch (key) { case 'a': m_motorJoint->SetMotorSpeed(-m_motorSpeed); break; case 's': m_motorJoint->SetMotorSpeed(0.0f); break; case 'd': m_motorJoint->SetMotorSpeed(m_motorSpeed); break; case 'm': m_motorJoint->EnableMotor(!m_motorJoint->IsMotorEnabled()); break; } } static Test* Create() { return new TheoJansen; } b2Vec2 m_offset; b2Body* m_chassis; b2Body* m_wheel; b2RevoluteJoint* m_motorJoint; bool m_motorOn; float32 m_motorSpeed; }; #endif // THEO_JANSEN_H