/* * 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 VARYING_FRICTION_H #define VARYING_FRICTION_H class VaryingFriction : public Test { public: VaryingFriction() { { b2BodyDef bd; b2Body* 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(13.0f, 0.25f); b2BodyDef bd; bd.position.Set(-4.0f, 22.0f); bd.angle = -0.25f; b2Body* ground = m_world->CreateBody(&bd); ground->CreateFixture(&shape, 0.0f); } { b2PolygonShape shape; shape.SetAsBox(0.25f, 1.0f); b2BodyDef bd; bd.position.Set(10.5f, 19.0f); b2Body* ground = m_world->CreateBody(&bd); ground->CreateFixture(&shape, 0.0f); } { b2PolygonShape shape; shape.SetAsBox(13.0f, 0.25f); b2BodyDef bd; bd.position.Set(4.0f, 14.0f); bd.angle = 0.25f; b2Body* ground = m_world->CreateBody(&bd); ground->CreateFixture(&shape, 0.0f); } { b2PolygonShape shape; shape.SetAsBox(0.25f, 1.0f); b2BodyDef bd; bd.position.Set(-10.5f, 11.0f); b2Body* ground = m_world->CreateBody(&bd); ground->CreateFixture(&shape, 0.0f); } { b2PolygonShape shape; shape.SetAsBox(13.0f, 0.25f); b2BodyDef bd; bd.position.Set(-4.0f, 6.0f); bd.angle = -0.25f; b2Body* ground = m_world->CreateBody(&bd); ground->CreateFixture(&shape, 0.0f); } { b2PolygonShape shape; shape.SetAsBox(0.5f, 0.5f); b2FixtureDef fd; fd.shape = &shape; fd.density = 25.0f; float friction[5] = {0.75f, 0.5f, 0.35f, 0.1f, 0.0f}; for (int i = 0; i < 5; ++i) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(-15.0f + 4.0f * i, 28.0f); b2Body* body = m_world->CreateBody(&bd); fd.friction = friction[i]; body->CreateFixture(&fd); } } } static Test* Create() { return new VaryingFriction; } }; #endif