mirror of https://github.com/axmolengine/axmol.git
181 lines
4.0 KiB
C++
181 lines
4.0 KiB
C++
/*
|
|
* 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 APPLY_FORCE_H
|
|
#define APPLY_FORCE_H
|
|
|
|
class ApplyForce : public Test
|
|
{
|
|
public:
|
|
ApplyForce()
|
|
{
|
|
m_world->SetGravity(b2Vec2(0.0f, 0.0f));
|
|
|
|
const float32 k_restitution = 0.4f;
|
|
|
|
b2Body* ground;
|
|
{
|
|
b2BodyDef bd;
|
|
bd.position.Set(0.0f, 20.0f);
|
|
ground = m_world->CreateBody(&bd);
|
|
|
|
b2EdgeShape shape;
|
|
|
|
b2FixtureDef sd;
|
|
sd.shape = &shape;
|
|
sd.density = 0.0f;
|
|
sd.restitution = k_restitution;
|
|
|
|
// Left vertical
|
|
shape.Set(b2Vec2(-20.0f, -20.0f), b2Vec2(-20.0f, 20.0f));
|
|
ground->CreateFixture(&sd);
|
|
|
|
// Right vertical
|
|
shape.Set(b2Vec2(20.0f, -20.0f), b2Vec2(20.0f, 20.0f));
|
|
ground->CreateFixture(&sd);
|
|
|
|
// Top horizontal
|
|
shape.Set(b2Vec2(-20.0f, 20.0f), b2Vec2(20.0f, 20.0f));
|
|
ground->CreateFixture(&sd);
|
|
|
|
// Bottom horizontal
|
|
shape.Set(b2Vec2(-20.0f, -20.0f), b2Vec2(20.0f, -20.0f));
|
|
ground->CreateFixture(&sd);
|
|
}
|
|
|
|
{
|
|
b2Transform xf1;
|
|
xf1.q.Set(0.3524f * b2_pi);
|
|
xf1.p = xf1.q.GetXAxis();
|
|
|
|
b2Vec2 vertices[3];
|
|
vertices[0] = b2Mul(xf1, b2Vec2(-1.0f, 0.0f));
|
|
vertices[1] = b2Mul(xf1, b2Vec2(1.0f, 0.0f));
|
|
vertices[2] = b2Mul(xf1, b2Vec2(0.0f, 0.5f));
|
|
|
|
b2PolygonShape poly1;
|
|
poly1.Set(vertices, 3);
|
|
|
|
b2FixtureDef sd1;
|
|
sd1.shape = &poly1;
|
|
sd1.density = 4.0f;
|
|
|
|
b2Transform xf2;
|
|
xf2.q.Set(-0.3524f * b2_pi);
|
|
xf2.p = -xf2.q.GetXAxis();
|
|
|
|
vertices[0] = b2Mul(xf2, b2Vec2(-1.0f, 0.0f));
|
|
vertices[1] = b2Mul(xf2, b2Vec2(1.0f, 0.0f));
|
|
vertices[2] = b2Mul(xf2, b2Vec2(0.0f, 0.5f));
|
|
|
|
b2PolygonShape poly2;
|
|
poly2.Set(vertices, 3);
|
|
|
|
b2FixtureDef sd2;
|
|
sd2.shape = &poly2;
|
|
sd2.density = 2.0f;
|
|
|
|
b2BodyDef bd;
|
|
bd.type = b2_dynamicBody;
|
|
bd.angularDamping = 2.0f;
|
|
bd.linearDamping = 0.5f;
|
|
|
|
bd.position.Set(0.0f, 2.0);
|
|
bd.angle = b2_pi;
|
|
bd.allowSleep = false;
|
|
m_body = m_world->CreateBody(&bd);
|
|
m_body->CreateFixture(&sd1);
|
|
m_body->CreateFixture(&sd2);
|
|
}
|
|
|
|
{
|
|
b2PolygonShape shape;
|
|
shape.SetAsBox(0.5f, 0.5f);
|
|
|
|
b2FixtureDef fd;
|
|
fd.shape = &shape;
|
|
fd.density = 1.0f;
|
|
fd.friction = 0.3f;
|
|
|
|
for (int i = 0; i < 10; ++i)
|
|
{
|
|
b2BodyDef bd;
|
|
bd.type = b2_dynamicBody;
|
|
|
|
bd.position.Set(0.0f, 5.0f + 1.54f * i);
|
|
b2Body* body = m_world->CreateBody(&bd);
|
|
|
|
body->CreateFixture(&fd);
|
|
|
|
float32 gravity = 10.0f;
|
|
float32 I = body->GetInertia();
|
|
float32 mass = body->GetMass();
|
|
|
|
// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
|
|
float32 radius = b2Sqrt(2.0f * I / mass);
|
|
|
|
b2FrictionJointDef jd;
|
|
jd.localAnchorA.SetZero();
|
|
jd.localAnchorB.SetZero();
|
|
jd.bodyA = ground;
|
|
jd.bodyB = body;
|
|
jd.collideConnected = true;
|
|
jd.maxForce = mass * gravity;
|
|
jd.maxTorque = mass * radius * gravity;
|
|
|
|
m_world->CreateJoint(&jd);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Keyboard(unsigned char key)
|
|
{
|
|
switch (key)
|
|
{
|
|
case 'w':
|
|
{
|
|
b2Vec2 f = m_body->GetWorldVector(b2Vec2(0.0f, -200.0f));
|
|
b2Vec2 p = m_body->GetWorldPoint(b2Vec2(0.0f, 2.0f));
|
|
m_body->ApplyForce(f, p, true);
|
|
}
|
|
break;
|
|
|
|
case 'a':
|
|
{
|
|
m_body->ApplyTorque(50.0f, true);
|
|
}
|
|
break;
|
|
|
|
case 'd':
|
|
{
|
|
m_body->ApplyTorque(-50.0f, true);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static Test* Create()
|
|
{
|
|
return new ApplyForce;
|
|
}
|
|
|
|
b2Body* m_body;
|
|
};
|
|
|
|
#endif
|