/* * 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. */ #ifndef APPLY_FORCE_H #define APPLY_FORCE_H class ApplyForce : public Test { public: ApplyForce() { m_world->SetGravity(b2Vec2(0.0f, 0.0f)); const float32 k_restitution = 0.4f; b2Body* ground; { b2BodyDef bd; bd.position.Set(0.0f, 20.0f); ground = m_world->CreateBody(&bd); b2PolygonShape shape; b2FixtureDef sd; sd.shape = &shape; sd.density = 0.0f; sd.restitution = k_restitution; // Left vertical shape.SetAsEdge(b2Vec2(-20.0f, -20.0f), b2Vec2(-20.0f, 20.0f)); ground->CreateFixture(&sd); // Right vertical shape.SetAsEdge(b2Vec2(20.0f, -20.0f), b2Vec2(20.0f, 20.0f)); ground->CreateFixture(&sd); // Top horizontal shape.SetAsEdge(b2Vec2(-20.0f, 20.0f), b2Vec2(20.0f, 20.0f)); ground->CreateFixture(&sd); // Bottom horizontal shape.SetAsEdge(b2Vec2(-20.0f, -20.0f), b2Vec2(20.0f, -20.0f)); ground->CreateFixture(&sd); } { b2Transform xf1; xf1.R.Set(0.3524f * b2_pi); xf1.position = b2Mul(xf1.R, b2Vec2(1.0f, 0.0f)); b2Vec2 vertices[3]; vertices[0] = b2Mul(xf1, b2Vec2(-1.0f, 0.0f)); vertices[1] = b2Mul(xf1, b2Vec2(1.0f, 0.0f)); vertices[2] = b2Mul(xf1, b2Vec2(0.0f, 0.5f)); b2PolygonShape poly1; poly1.Set(vertices, 3); b2FixtureDef sd1; sd1.shape = &poly1; sd1.density = 4.0f; b2Transform xf2; xf2.R.Set(-0.3524f * b2_pi); xf2.position = b2Mul(xf2.R, b2Vec2(-1.0f, 0.0f)); vertices[0] = b2Mul(xf2, b2Vec2(-1.0f, 0.0f)); vertices[1] = b2Mul(xf2, b2Vec2(1.0f, 0.0f)); vertices[2] = b2Mul(xf2, b2Vec2(0.0f, 0.5f)); b2PolygonShape poly2; poly2.Set(vertices, 3); b2FixtureDef sd2; sd2.shape = &poly2; sd2.density = 2.0f; b2BodyDef bd; bd.type = b2_dynamicBody; bd.angularDamping = 5.0f; bd.linearDamping = 0.1f; bd.position.Set(0.0f, 2.0); bd.angle = b2_pi; bd.allowSleep = false; m_body = m_world->CreateBody(&bd); m_body->CreateFixture(&sd1); m_body->CreateFixture(&sd2); } { b2PolygonShape shape; shape.SetAsBox(0.5f, 0.5f); b2FixtureDef fd; fd.shape = &shape; fd.density = 1.0f; fd.friction = 0.3f; for (int i = 0; i < 10; ++i) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(0.0f, 5.0f + 1.54f * i); b2Body* body = m_world->CreateBody(&bd); body->CreateFixture(&fd); float32 gravity = 10.0f; float32 I = body->GetInertia(); float32 mass = body->GetMass(); // For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m) float32 radius = b2Sqrt(2.0f * I / mass); b2FrictionJointDef jd; jd.localAnchorA.SetZero(); jd.localAnchorB.SetZero(); jd.bodyA = ground; jd.bodyB = body; jd.collideConnected = true; jd.maxForce = mass * gravity; jd.maxTorque = mass * radius * gravity; m_world->CreateJoint(&jd); } } } void Keyboard(unsigned char key) { switch (key) { case 'w': { b2Vec2 f = m_body->GetWorldVector(b2Vec2(0.0f, -200.0f)); b2Vec2 p = m_body->GetWorldPoint(b2Vec2(0.0f, 2.0f)); m_body->ApplyForce(f, p); } break; case 'a': { m_body->ApplyTorque(50.0f); } break; case 'd': { m_body->ApplyTorque(-50.0f); } break; } } static Test* Create() { return new ApplyForce; } b2Body* m_body; }; #endif