/* * 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 CHAIN_H #define CHAIN_H class Chain : public Test { public: Chain() { b2Body* ground = NULL; { b2BodyDef bd; ground = m_world->CreateBody(&bd); b2PolygonShape shape; shape.SetAsEdge(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f)); ground->CreateFixture(&shape, 0.0f); } { b2PolygonShape shape; shape.SetAsBox(0.6f, 0.125f); b2FixtureDef fd; fd.shape = &shape; fd.density = 20.0f; fd.friction = 0.2f; b2RevoluteJointDef jd; jd.collideConnected = false; const float32 y = 25.0f; b2Body* prevBody = ground; for (int i = 0; i < 30; ++i) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(0.5f + i, y); b2Body* body = m_world->CreateBody(&bd); body->CreateFixture(&fd); b2Vec2 anchor(float32(i), y); jd.Initialize(prevBody, body, anchor); m_world->CreateJoint(&jd); prevBody = body; } } } static Test* Create() { return new Chain; } }; #endif