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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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