/* * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org * * 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 DOMINOS_H #define DOMINOS_H class Dominos : public Test { public: Dominos() { b2Body* b1; { b2EdgeShape shape; shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f)); b2BodyDef bd; b1 = m_world->CreateBody(&bd); b1->CreateFixture(&shape, 0.0f); } { b2PolygonShape shape; shape.SetAsBox(6.0f, 0.25f); b2BodyDef bd; bd.position.Set(-1.5f, 10.0f); b2Body* ground = m_world->CreateBody(&bd); ground->CreateFixture(&shape, 0.0f); } { b2PolygonShape shape; shape.SetAsBox(0.1f, 1.0f); b2FixtureDef fd; fd.shape = &shape; fd.density = 20.0f; fd.friction = 0.1f; for (int i = 0; i < 10; ++i) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(-6.0f + 1.0f * i, 11.25f); b2Body* body = m_world->CreateBody(&bd); body->CreateFixture(&fd); } } { b2PolygonShape shape; shape.SetAsBox(7.0f, 0.25f, b2Vec2_zero, 0.3f); b2BodyDef bd; bd.position.Set(1.0f, 6.0f); b2Body* ground = m_world->CreateBody(&bd); ground->CreateFixture(&shape, 0.0f); } b2Body* b2; { b2PolygonShape shape; shape.SetAsBox(0.25f, 1.5f); b2BodyDef bd; bd.position.Set(-7.0f, 4.0f); b2 = m_world->CreateBody(&bd); b2->CreateFixture(&shape, 0.0f); } b2Body* b3; { b2PolygonShape shape; shape.SetAsBox(6.0f, 0.125f); b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(-0.9f, 1.0f); bd.angle = -0.15f; b3 = m_world->CreateBody(&bd); b3->CreateFixture(&shape, 10.0f); } b2RevoluteJointDef jd; b2Vec2 anchor; anchor.Set(-2.0f, 1.0f); jd.Initialize(b1, b3, anchor); jd.collideConnected = true; m_world->CreateJoint(&jd); b2Body* b4; { b2PolygonShape shape; shape.SetAsBox(0.25f, 0.25f); b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(-10.0f, 15.0f); b4 = m_world->CreateBody(&bd); b4->CreateFixture(&shape, 10.0f); } anchor.Set(-7.0f, 15.0f); jd.Initialize(b2, b4, anchor); m_world->CreateJoint(&jd); b2Body* b5; { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(6.5f, 3.0f); b5 = m_world->CreateBody(&bd); b2PolygonShape shape; b2FixtureDef fd; fd.shape = &shape; fd.density = 10.0f; fd.friction = 0.1f; shape.SetAsBox(1.0f, 0.1f, b2Vec2(0.0f, -0.9f), 0.0f); b5->CreateFixture(&fd); shape.SetAsBox(0.1f, 1.0f, b2Vec2(-0.9f, 0.0f), 0.0f); b5->CreateFixture(&fd); shape.SetAsBox(0.1f, 1.0f, b2Vec2(0.9f, 0.0f), 0.0f); b5->CreateFixture(&fd); } anchor.Set(6.0f, 2.0f); jd.Initialize(b1, b5, anchor); m_world->CreateJoint(&jd); b2Body* b6; { b2PolygonShape shape; shape.SetAsBox(1.0f, 0.1f); b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(6.5f, 4.1f); b6 = m_world->CreateBody(&bd); b6->CreateFixture(&shape, 30.0f); } anchor.Set(7.5f, 4.0f); jd.Initialize(b5, b6, anchor); m_world->CreateJoint(&jd); b2Body* b7; { b2PolygonShape shape; shape.SetAsBox(0.1f, 1.0f); b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(7.4f, 1.0f); b7 = m_world->CreateBody(&bd); b7->CreateFixture(&shape, 10.0f); } b2DistanceJointDef djd; djd.bodyA = b3; djd.bodyB = b7; djd.localAnchorA.Set(6.0f, 0.0f); djd.localAnchorB.Set(0.0f, -1.0f); b2Vec2 d = djd.bodyB->GetWorldPoint(djd.localAnchorB) - djd.bodyA->GetWorldPoint(djd.localAnchorA); djd.length = d.Length(); m_world->CreateJoint(&djd); { float32 radius = 0.2f; b2CircleShape shape; shape.m_radius = radius; for (int32 i = 0; i < 4; ++i) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(5.9f + 2.0f * radius * i, 2.4f); b2Body* body = m_world->CreateBody(&bd); body->CreateFixture(&shape, 10.0f); } } } static Test* Create() { return new Dominos; } }; #endif