/* * Copyright (c) 2006-2012 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 MOTOR_JOINT_H #define MOTOR_JOINT_H /// This test shows how to use a motor joint. A motor joint /// can be used to animate a dynamic body. With finite motor forces /// the body can be blocked by collision with other bodies. class MotorJoint : public Test { public: MotorJoint() { b2Body* ground = NULL; { b2BodyDef bd; ground = m_world->CreateBody(&bd); b2EdgeShape shape; shape.Set(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f)); b2FixtureDef fd; fd.shape = &shape; ground->CreateFixture(&fd); } // Define motorized body { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(0.0f, 8.0f); b2Body* body = m_world->CreateBody(&bd); b2PolygonShape shape; shape.SetAsBox(2.0f, 0.5f); b2FixtureDef fd; fd.shape = &shape; fd.friction = 0.6f; fd.density = 2.0f; body->CreateFixture(&fd); b2MotorJointDef mjd; mjd.Initialize(ground, body); mjd.maxForce = 1000.0f; mjd.maxTorque = 1000.0f; m_joint = (b2MotorJoint*)m_world->CreateJoint(&mjd); } m_go = false; m_time = 0.0f; } void Keyboard(unsigned char key) { switch (key) { case 's': m_go = !m_go; break; } } void Step(Settings* settings) { if (m_go && settings->hz > 0.0f) { m_time += 1.0f / settings->hz; } b2Vec2 linearOffset; linearOffset.x = 6.0f * sinf(2.0f * m_time); linearOffset.y = 8.0f + 4.0f * sinf(1.0f * m_time); float32 angularOffset = 4.0f * m_time; m_joint->SetLinearOffset(linearOffset); m_joint->SetAngularOffset(angularOffset); m_debugDraw.DrawPoint(linearOffset, 4.0f, b2Color(0.9f, 0.9f, 0.9f)); Test::Step(settings); m_debugDraw.DrawString(5, m_textLine, "Keys: (s) pause"); m_textLine += 15; } static Test* Create() { return new MotorJoint; } b2MotorJoint* m_joint; float32 m_time; bool m_go; }; #endif