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Diffstat (limited to 'Client/ThirdParty/Box2D/testbed/tests/cantilever.cpp')
-rw-r--r-- | Client/ThirdParty/Box2D/testbed/tests/cantilever.cpp | 218 |
1 files changed, 218 insertions, 0 deletions
diff --git a/Client/ThirdParty/Box2D/testbed/tests/cantilever.cpp b/Client/ThirdParty/Box2D/testbed/tests/cantilever.cpp new file mode 100644 index 0000000..e54717b --- /dev/null +++ b/Client/ThirdParty/Box2D/testbed/tests/cantilever.cpp @@ -0,0 +1,218 @@ +// 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); |