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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"
+
+// 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);