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- /*
- * Copyright (c) 2006-2011 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 CANTILEVER_H
- #define CANTILEVER_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.Set(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;
- jd.frequencyHz = 5.0f;
- jd.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);
- 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;
- jd.frequencyHz = 8.0f;
- jd.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);
- 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;
- };
-
- #endif
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