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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 "settings.h"
+#include "test.h"
+
+/// This test shows how to use a motor joint. A motor joint
+/// can be used to animate a dynamic body. With finite motor forces
+/// the body can be blocked by collision with other bodies.
+class MotorJoint : public Test
+{
+public:
+ MotorJoint()
+ {
+ b2Body* ground = NULL;
+ {
+ b2BodyDef bd;
+ ground = m_world->CreateBody(&bd);
+
+ b2EdgeShape shape;
+ shape.SetTwoSided(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f));
+
+ b2FixtureDef fd;
+ fd.shape = &shape;
+
+ ground->CreateFixture(&fd);
+ }
+
+ // Define motorized body
+ {
+ b2BodyDef bd;
+ bd.type = b2_dynamicBody;
+ bd.position.Set(0.0f, 8.0f);
+ b2Body* body = m_world->CreateBody(&bd);
+
+ b2PolygonShape shape;
+ shape.SetAsBox(2.0f, 0.5f);
+
+ b2FixtureDef fd;
+ fd.shape = &shape;
+ fd.friction = 0.6f;
+ fd.density = 2.0f;
+ body->CreateFixture(&fd);
+
+ b2MotorJointDef mjd;
+ mjd.Initialize(ground, body);
+ mjd.maxForce = 1000.0f;
+ mjd.maxTorque = 1000.0f;
+ m_joint = (b2MotorJoint*)m_world->CreateJoint(&mjd);
+ }
+
+ m_go = false;
+ m_time = 0.0f;
+ }
+
+ void Keyboard(int key) override
+ {
+ switch (key)
+ {
+ case GLFW_KEY_S:
+ m_go = !m_go;
+ break;
+ }
+ }
+
+ void Step(Settings& settings) override
+ {
+ if (m_go && settings.m_hertz > 0.0f)
+ {
+ m_time += 1.0f / settings.m_hertz;
+ }
+
+ b2Vec2 linearOffset;
+ linearOffset.x = 6.0f * sinf(2.0f * m_time);
+ linearOffset.y = 8.0f + 4.0f * sinf(1.0f * m_time);
+
+ float angularOffset = 4.0f * m_time;
+
+ m_joint->SetLinearOffset(linearOffset);
+ m_joint->SetAngularOffset(angularOffset);
+
+ g_debugDraw.DrawPoint(linearOffset, 4.0f, b2Color(0.9f, 0.9f, 0.9f));
+
+ Test::Step(settings);
+ g_debugDraw.DrawString(5, m_textLine, "Keys: (s) pause");
+ m_textLine += 15;
+ }
+
+ static Test* Create()
+ {
+ return new MotorJoint;
+ }
+
+ b2MotorJoint* m_joint;
+ float m_time;
+ bool m_go;
+};
+
+static int testIndex = RegisterTest("Joints", "Motor Joint", MotorJoint::Create);