mirror of https://github.com/axmolengine/axmol.git
219 lines
5.1 KiB
C++
219 lines
5.1 KiB
C++
// MIT License
|
|
|
|
// Copyright (c) 2019 Erin Catto
|
|
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to deal
|
|
// in the Software without restriction, including without limitation the rights
|
|
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
// copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
|
|
// The above copyright notice and this permission notice shall be included in all
|
|
// copies or substantial portions of the Software.
|
|
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
// SOFTWARE.
|
|
|
|
#include "test.h"
|
|
|
|
// It is difficult to make a cantilever made of links completely rigid with weld joints.
|
|
// You will have to use a high number of iterations to make them stiff.
|
|
// So why not go ahead and use soft weld joints? They behave like a revolute
|
|
// joint with a rotational spring.
|
|
class Cantilever : public Test
|
|
{
|
|
public:
|
|
|
|
enum
|
|
{
|
|
e_count = 8
|
|
};
|
|
|
|
Cantilever()
|
|
{
|
|
b2Body* ground = NULL;
|
|
{
|
|
b2BodyDef bd;
|
|
ground = m_world->CreateBody(&bd);
|
|
|
|
b2EdgeShape shape;
|
|
shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
|
|
ground->CreateFixture(&shape, 0.0f);
|
|
}
|
|
|
|
{
|
|
b2PolygonShape shape;
|
|
shape.SetAsBox(0.5f, 0.125f);
|
|
|
|
b2FixtureDef fd;
|
|
fd.shape = &shape;
|
|
fd.density = 20.0f;
|
|
|
|
b2WeldJointDef jd;
|
|
|
|
b2Body* prevBody = ground;
|
|
for (int32 i = 0; i < e_count; ++i)
|
|
{
|
|
b2BodyDef bd;
|
|
bd.type = b2_dynamicBody;
|
|
bd.position.Set(-14.5f + 1.0f * i, 5.0f);
|
|
b2Body* body = m_world->CreateBody(&bd);
|
|
body->CreateFixture(&fd);
|
|
|
|
b2Vec2 anchor(-15.0f + 1.0f * i, 5.0f);
|
|
jd.Initialize(prevBody, body, anchor);
|
|
m_world->CreateJoint(&jd);
|
|
|
|
prevBody = body;
|
|
}
|
|
}
|
|
|
|
{
|
|
b2PolygonShape shape;
|
|
shape.SetAsBox(1.0f, 0.125f);
|
|
|
|
b2FixtureDef fd;
|
|
fd.shape = &shape;
|
|
fd.density = 20.0f;
|
|
|
|
b2WeldJointDef jd;
|
|
float frequencyHz = 5.0f;
|
|
float dampingRatio = 0.7f;
|
|
|
|
b2Body* prevBody = ground;
|
|
for (int32 i = 0; i < 3; ++i)
|
|
{
|
|
b2BodyDef bd;
|
|
bd.type = b2_dynamicBody;
|
|
bd.position.Set(-14.0f + 2.0f * i, 15.0f);
|
|
b2Body* body = m_world->CreateBody(&bd);
|
|
body->CreateFixture(&fd);
|
|
|
|
b2Vec2 anchor(-15.0f + 2.0f * i, 15.0f);
|
|
jd.Initialize(prevBody, body, anchor);
|
|
b2AngularStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
|
|
m_world->CreateJoint(&jd);
|
|
|
|
prevBody = body;
|
|
}
|
|
}
|
|
|
|
{
|
|
b2PolygonShape shape;
|
|
shape.SetAsBox(0.5f, 0.125f);
|
|
|
|
b2FixtureDef fd;
|
|
fd.shape = &shape;
|
|
fd.density = 20.0f;
|
|
|
|
b2WeldJointDef jd;
|
|
|
|
b2Body* prevBody = ground;
|
|
for (int32 i = 0; i < e_count; ++i)
|
|
{
|
|
b2BodyDef bd;
|
|
bd.type = b2_dynamicBody;
|
|
bd.position.Set(-4.5f + 1.0f * i, 5.0f);
|
|
b2Body* body = m_world->CreateBody(&bd);
|
|
body->CreateFixture(&fd);
|
|
|
|
if (i > 0)
|
|
{
|
|
b2Vec2 anchor(-5.0f + 1.0f * i, 5.0f);
|
|
jd.Initialize(prevBody, body, anchor);
|
|
m_world->CreateJoint(&jd);
|
|
}
|
|
|
|
prevBody = body;
|
|
}
|
|
}
|
|
|
|
{
|
|
b2PolygonShape shape;
|
|
shape.SetAsBox(0.5f, 0.125f);
|
|
|
|
b2FixtureDef fd;
|
|
fd.shape = &shape;
|
|
fd.density = 20.0f;
|
|
|
|
b2WeldJointDef jd;
|
|
float frequencyHz = 8.0f;
|
|
float dampingRatio = 0.7f;
|
|
|
|
b2Body* prevBody = ground;
|
|
for (int32 i = 0; i < e_count; ++i)
|
|
{
|
|
b2BodyDef bd;
|
|
bd.type = b2_dynamicBody;
|
|
bd.position.Set(5.5f + 1.0f * i, 10.0f);
|
|
b2Body* body = m_world->CreateBody(&bd);
|
|
body->CreateFixture(&fd);
|
|
|
|
if (i > 0)
|
|
{
|
|
b2Vec2 anchor(5.0f + 1.0f * i, 10.0f);
|
|
jd.Initialize(prevBody, body, anchor);
|
|
|
|
b2AngularStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, prevBody, body);
|
|
|
|
m_world->CreateJoint(&jd);
|
|
}
|
|
|
|
prevBody = body;
|
|
}
|
|
}
|
|
|
|
for (int32 i = 0; i < 2; ++i)
|
|
{
|
|
b2Vec2 vertices[3];
|
|
vertices[0].Set(-0.5f, 0.0f);
|
|
vertices[1].Set(0.5f, 0.0f);
|
|
vertices[2].Set(0.0f, 1.5f);
|
|
|
|
b2PolygonShape shape;
|
|
shape.Set(vertices, 3);
|
|
|
|
b2FixtureDef fd;
|
|
fd.shape = &shape;
|
|
fd.density = 1.0f;
|
|
|
|
b2BodyDef bd;
|
|
bd.type = b2_dynamicBody;
|
|
bd.position.Set(-8.0f + 8.0f * i, 12.0f);
|
|
b2Body* body = m_world->CreateBody(&bd);
|
|
body->CreateFixture(&fd);
|
|
}
|
|
|
|
for (int32 i = 0; i < 2; ++i)
|
|
{
|
|
b2CircleShape shape;
|
|
shape.m_radius = 0.5f;
|
|
|
|
b2FixtureDef fd;
|
|
fd.shape = &shape;
|
|
fd.density = 1.0f;
|
|
|
|
b2BodyDef bd;
|
|
bd.type = b2_dynamicBody;
|
|
bd.position.Set(-6.0f + 6.0f * i, 10.0f);
|
|
b2Body* body = m_world->CreateBody(&bd);
|
|
body->CreateFixture(&fd);
|
|
}
|
|
}
|
|
|
|
static Test* Create()
|
|
{
|
|
return new Cantilever;
|
|
}
|
|
|
|
b2Body* m_middle;
|
|
};
|
|
|
|
static int testIndex = RegisterTest("Joints", "Cantilever", Cantilever::Create);
|