mirror of https://github.com/axmolengine/axmol.git
215 lines
6.4 KiB
C++
215 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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// It is difficult to make a cantilever made of links completely rigid with weld joints.
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// You will have to use a high number of iterations to make them stiff.
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// So why not go ahead and use soft weld joints? They behave like a revolute
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// joint with a rotational spring.
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class Cantilever : public Test
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{
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public:
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enum
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{
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e_count = 8
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};
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Cantilever()
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{
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b2Body* ground = NULL;
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{
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b2BodyDef bd;
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ground = m_world->CreateBody(&bd);
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b2EdgeShape shape;
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shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
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ground->CreateFixture(&shape, 0.0f);
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.5f, 0.125f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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b2WeldJointDef jd;
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b2Body* prevBody = ground;
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for (int32 i = 0; i < e_count; ++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(-14.5f + 1.0f * i, 5.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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b2Vec2 anchor(-15.0f + 1.0f * i, 5.0f);
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jd.Initialize(prevBody, body, anchor);
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m_world->CreateJoint(&jd);
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prevBody = body;
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}
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(1.0f, 0.125f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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b2WeldJointDef jd;
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float frequencyHz = 5.0f;
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float dampingRatio = 0.7f;
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b2Body* prevBody = ground;
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for (int32 i = 0; i < 3; ++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(-14.0f + 2.0f * i, 15.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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b2Vec2 anchor(-15.0f + 2.0f * i, 15.0f);
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jd.Initialize(prevBody, body, anchor);
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b2AngularStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB);
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m_world->CreateJoint(&jd);
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prevBody = body;
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}
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.5f, 0.125f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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b2WeldJointDef jd;
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b2Body* prevBody = ground;
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for (int32 i = 0; i < e_count; ++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(-4.5f + 1.0f * i, 5.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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if (i > 0)
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{
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b2Vec2 anchor(-5.0f + 1.0f * i, 5.0f);
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jd.Initialize(prevBody, body, anchor);
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m_world->CreateJoint(&jd);
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}
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prevBody = body;
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}
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.5f, 0.125f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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b2WeldJointDef jd;
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float frequencyHz = 8.0f;
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float dampingRatio = 0.7f;
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b2Body* prevBody = ground;
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for (int32 i = 0; i < e_count; ++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(5.5f + 1.0f * i, 10.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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if (i > 0)
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{
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b2Vec2 anchor(5.0f + 1.0f * i, 10.0f);
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jd.Initialize(prevBody, body, anchor);
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b2AngularStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, prevBody, body);
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m_world->CreateJoint(&jd);
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}
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prevBody = body;
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}
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}
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for (int32 i = 0; i < 2; ++i)
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{
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b2Vec2 vertices[3];
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vertices[0].Set(-0.5f, 0.0f);
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vertices[1].Set(0.5f, 0.0f);
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vertices[2].Set(0.0f, 1.5f);
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b2PolygonShape shape;
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shape.Set(vertices, 3);
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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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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-8.0f + 8.0f * i, 12.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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}
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for (int32 i = 0; i < 2; ++i)
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{
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b2CircleShape shape;
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shape.m_radius = 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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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-6.0f + 6.0f * i, 10.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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}
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}
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static Test* Create() { return new Cantilever; }
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b2Body* m_middle;
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};
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static int testIndex = RegisterTest("Joints", "Cantilever", Cantilever::Create);
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