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							- /*
 - * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
 - *
 - * This software is provided 'as-is', without any express or implied
 - * warranty.  In no event will the authors be held liable for any damages
 - * arising from the use of this software.
 - * Permission is granted to anyone to use this software for any purpose,
 - * including commercial applications, and to alter it and redistribute it
 - * freely, subject to the following restrictions:
 - * 1. The origin of this software must not be misrepresented; you must not
 - * claim that you wrote the original software. If you use this software
 - * in a product, an acknowledgment in the product documentation would be
 - * appreciated but is not required.
 - * 2. Altered source versions must be plainly marked as such, and must not be
 - * misrepresented as being the original software.
 - * 3. This notice may not be removed or altered from any source distribution.
 - */
 - 
 - #ifndef APPLY_FORCE_H
 - #define APPLY_FORCE_H
 - 
 - class ApplyForce : public Test
 - {
 - public:
 -     ApplyForce()
 -     {
 -         m_world->SetGravity(b2Vec2(0.0f, 0.0f));
 - 
 -         const float32 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.Set(b2Vec2(-20.0f, -20.0f), b2Vec2(-20.0f, 20.0f));
 -             ground->CreateFixture(&sd);
 - 
 -             // Right vertical
 -             shape.Set(b2Vec2(20.0f, -20.0f), b2Vec2(20.0f, 20.0f));
 -             ground->CreateFixture(&sd);
 - 
 -             // Top horizontal
 -             shape.Set(b2Vec2(-20.0f, 20.0f), b2Vec2(20.0f, 20.0f));
 -             ground->CreateFixture(&sd);
 - 
 -             // Bottom horizontal
 -             shape.Set(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 = 4.0f;
 - 
 -             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.angularDamping = 5.0f;
 -             bd.linearDamping = 0.1f;
 - 
 -             bd.position.Set(0.0f, 2.0f);
 -             bd.angle = b2_pi;
 -             bd.allowSleep = false;
 -             m_body = m_world->CreateBody(&bd);
 -             m_body->CreateFixture(&sd1);
 -             m_body->CreateFixture(&sd2);
 -         }
 - 
 -         {
 -             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, 5.0f + 1.54f * i);
 -                 b2Body* body = m_world->CreateBody(&bd);
 - 
 -                 body->CreateFixture(&fd);
 - 
 -                 float32 gravity = 10.0f;
 -                 float32 I = body->GetInertia();
 -                 float32 mass = body->GetMass();
 - 
 -                 // For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
 -                 float32 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 = mass * radius * gravity;
 - 
 -                 m_world->CreateJoint(&jd);
 -             }
 -         }
 -     }
 - 
 -     void Keyboard(unsigned char key)
 -     {
 -         switch (key)
 -         {
 -         case 'w':
 -             {
 -                 b2Vec2 f = m_body->GetWorldVector(b2Vec2(0.0f, -200.0f));
 -                 b2Vec2 p = m_body->GetWorldPoint(b2Vec2(0.0f, 2.0f));
 -                 m_body->ApplyForce(f, p);
 -             }
 -             break;
 - 
 -         case 'a':
 -             {
 -                 m_body->ApplyTorque(50.0f);
 -             }
 -             break;
 - 
 -         case 'd':
 -             {
 -                 m_body->ApplyTorque(-50.0f);
 -             }
 -             break;
 -         }
 -     }
 - 
 -     static Test* Create()
 -     {
 -         return new ApplyForce;
 -     }
 - 
 -     b2Body* m_body;
 - };
 - 
 - #endif
 
 
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