mirror of https://github.com/axmolengine/axmol.git
200 lines
6.4 KiB
C++
200 lines
6.4 KiB
C++
// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "test.h"
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// This test shows how to apply forces and torques to a body.
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// It also shows how to use the friction joint that can be useful
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// for overhead games.
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class ApplyForce : public Test
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{
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public:
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ApplyForce()
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{
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m_world->SetGravity(b2Vec2(0.0f, 0.0f));
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const float k_restitution = 0.4f;
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b2Body* ground;
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{
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b2BodyDef bd;
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bd.position.Set(0.0f, 20.0f);
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ground = m_world->CreateBody(&bd);
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b2EdgeShape shape;
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b2FixtureDef sd;
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sd.shape = &shape;
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sd.density = 0.0f;
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sd.restitution = k_restitution;
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// Left vertical
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shape.SetTwoSided(b2Vec2(-20.0f, -20.0f), b2Vec2(-20.0f, 20.0f));
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ground->CreateFixture(&sd);
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// Right vertical
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shape.SetTwoSided(b2Vec2(20.0f, -20.0f), b2Vec2(20.0f, 20.0f));
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ground->CreateFixture(&sd);
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// Top horizontal
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shape.SetTwoSided(b2Vec2(-20.0f, 20.0f), b2Vec2(20.0f, 20.0f));
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ground->CreateFixture(&sd);
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// Bottom horizontal
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shape.SetTwoSided(b2Vec2(-20.0f, -20.0f), b2Vec2(20.0f, -20.0f));
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ground->CreateFixture(&sd);
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}
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{
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b2Transform xf1;
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xf1.q.Set(0.3524f * b2_pi);
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xf1.p = xf1.q.GetXAxis();
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b2Vec2 vertices[3];
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vertices[0] = b2Mul(xf1, b2Vec2(-1.0f, 0.0f));
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vertices[1] = b2Mul(xf1, b2Vec2(1.0f, 0.0f));
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vertices[2] = b2Mul(xf1, b2Vec2(0.0f, 0.5f));
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b2PolygonShape poly1;
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poly1.Set(vertices, 3);
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b2FixtureDef sd1;
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sd1.shape = &poly1;
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sd1.density = 2.0f;
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b2Transform xf2;
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xf2.q.Set(-0.3524f * b2_pi);
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xf2.p = -xf2.q.GetXAxis();
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vertices[0] = b2Mul(xf2, b2Vec2(-1.0f, 0.0f));
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vertices[1] = b2Mul(xf2, b2Vec2(1.0f, 0.0f));
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vertices[2] = b2Mul(xf2, b2Vec2(0.0f, 0.5f));
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b2PolygonShape poly2;
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poly2.Set(vertices, 3);
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b2FixtureDef sd2;
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sd2.shape = &poly2;
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sd2.density = 2.0f;
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(0.0f, 3.0);
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bd.angle = b2_pi;
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bd.allowSleep = false;
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m_body = m_world->CreateBody(&bd);
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m_body->CreateFixture(&sd1);
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m_body->CreateFixture(&sd2);
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float gravity = 10.0f;
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float I = m_body->GetInertia();
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float mass = m_body->GetMass();
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// Compute an effective radius that can be used to
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// set the max torque for a friction joint
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// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
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float radius = b2Sqrt(2.0f * I / mass);
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b2FrictionJointDef jd;
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jd.bodyA = ground;
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jd.bodyB = m_body;
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jd.localAnchorA.SetZero();
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jd.localAnchorB = m_body->GetLocalCenter();
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jd.collideConnected = true;
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jd.maxForce = 0.5f * mass * gravity;
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jd.maxTorque = 0.2f * mass * radius * gravity;
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m_world->CreateJoint(&jd);
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.5f, 0.5f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 1.0f;
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fd.friction = 0.3f;
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for (int i = 0; i < 10; ++i)
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(0.0f, 7.0f + 1.54f * i);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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float gravity = 10.0f;
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float I = body->GetInertia();
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float mass = body->GetMass();
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// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
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float radius = b2Sqrt(2.0f * I / mass);
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b2FrictionJointDef jd;
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jd.localAnchorA.SetZero();
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jd.localAnchorB.SetZero();
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jd.bodyA = ground;
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jd.bodyB = body;
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jd.collideConnected = true;
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jd.maxForce = mass * gravity;
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jd.maxTorque = 0.1f * mass * radius * gravity;
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m_world->CreateJoint(&jd);
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}
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}
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}
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void Step(Settings& settings) override
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{
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DrawString(5, m_textLine, "Forward (W), Turn (A) and (D)");
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// if (glfwGetKey(g_mainWindow, GLFW_KEY_W) == GLFW_PRESS)
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//{
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// b2Vec2 f = m_body->GetWorldVector(b2Vec2(0.0f, -50.0f));
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// b2Vec2 p = m_body->GetWorldPoint(b2Vec2(0.0f, 3.0f));
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// m_body->ApplyForce(f, p, true);
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// }
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// if (glfwGetKey(g_mainWindow, GLFW_KEY_A) == GLFW_PRESS)
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//{
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// m_body->ApplyTorque(10.0f, true);
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// }
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// if (glfwGetKey(g_mainWindow, GLFW_KEY_D) == GLFW_PRESS)
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//{
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// m_body->ApplyTorque(-10.0f, true);
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// }
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Test::Step(settings);
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}
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static Test* Create() { return new ApplyForce; }
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b2Body* m_body;
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};
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static int testIndex = RegisterTest("Forces", "Apply Force", ApplyForce::Create);
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