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+// 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"
+
+// This test shows how to apply forces and torques to a body.
+// It also shows how to use the friction joint that can be useful
+// for overhead games.
+class ApplyForce : public Test
+{
+public:
+ ApplyForce()
+ {
+ m_world->SetGravity(b2Vec2(0.0f, 0.0f));
+
+ const float 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.SetTwoSided(b2Vec2(-20.0f, -20.0f), b2Vec2(-20.0f, 20.0f));
+ ground->CreateFixture(&sd);
+
+ // Right vertical
+ shape.SetTwoSided(b2Vec2(20.0f, -20.0f), b2Vec2(20.0f, 20.0f));
+ ground->CreateFixture(&sd);
+
+ // Top horizontal
+ shape.SetTwoSided(b2Vec2(-20.0f, 20.0f), b2Vec2(20.0f, 20.0f));
+ ground->CreateFixture(&sd);
+
+ // Bottom horizontal
+ shape.SetTwoSided(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 = 2.0f;
+
+ 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.position.Set(0.0f, 3.0);
+ bd.angle = b2_pi;
+ bd.allowSleep = false;
+ m_body = m_world->CreateBody(&bd);
+ m_body->CreateFixture(&sd1);
+ m_body->CreateFixture(&sd2);
+
+ float gravity = 10.0f;
+ float I = m_body->GetInertia();
+ float mass = m_body->GetMass();
+
+ // Compute an effective radius that can be used to
+ // set the max torque for a friction joint
+ // For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
+ float radius = b2Sqrt(2.0f * I / mass);
+
+ b2FrictionJointDef jd;
+ jd.bodyA = ground;
+ jd.bodyB = m_body;
+ jd.localAnchorA.SetZero();
+ jd.localAnchorB = m_body->GetLocalCenter();
+ jd.collideConnected = true;
+ jd.maxForce = 0.5f * mass * gravity;
+ jd.maxTorque = 0.2f * mass * radius * gravity;
+
+ m_world->CreateJoint(&jd);
+ }
+
+ {
+ 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, 7.0f + 1.54f * i);
+ b2Body* body = m_world->CreateBody(&bd);
+
+ body->CreateFixture(&fd);
+
+ float gravity = 10.0f;
+ float I = body->GetInertia();
+ float mass = body->GetMass();
+
+ // For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
+ float 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 = 0.1f * mass * radius * gravity;
+
+ m_world->CreateJoint(&jd);
+ }
+ }
+ }
+
+ void Step(Settings& settings) override
+ {
+ g_debugDraw.DrawString(5, m_textLine, "Forward (W), Turn (A) and (D)");
+ m_textLine += m_textIncrement;
+
+ if (glfwGetKey(g_mainWindow, GLFW_KEY_W) == GLFW_PRESS)
+ {
+ b2Vec2 f = m_body->GetWorldVector(b2Vec2(0.0f, -50.0f));
+ b2Vec2 p = m_body->GetWorldPoint(b2Vec2(0.0f, 3.0f));
+ m_body->ApplyForce(f, p, true);
+ }
+
+ if (glfwGetKey(g_mainWindow, GLFW_KEY_A) == GLFW_PRESS)
+ {
+ m_body->ApplyTorque(10.0f, true);
+ }
+
+ if (glfwGetKey(g_mainWindow, GLFW_KEY_D) == GLFW_PRESS)
+ {
+ m_body->ApplyTorque(-10.0f, true);
+ }
+
+ Test::Step(settings);
+ }
+
+ static Test* Create()
+ {
+ return new ApplyForce;
+ }
+
+ b2Body* m_body;
+};
+
+static int testIndex = RegisterTest("Forces", "Apply Force", ApplyForce::Create);