212 lines
6.1 KiB
C
212 lines
6.1 KiB
C
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/*
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef CANTILEVER_H
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#define CANTILEVER_H
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// It is difficult to make a cantilever made of links completely rigid with weld joints.
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// You will have to use a high number of iterations to make them stiff.
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// So why not go ahead and use soft weld joints? They behave like a revolute
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// joint with a rotational spring.
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class Cantilever : public Test
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{
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public:
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enum
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{
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e_count = 8
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};
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Cantilever()
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{
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b2Body* ground = NULL;
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{
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b2BodyDef bd;
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ground = m_world->CreateBody(&bd);
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b2EdgeShape shape;
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shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
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ground->CreateFixture(&shape, 0.0f);
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.5f, 0.125f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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b2WeldJointDef jd;
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b2Body* prevBody = ground;
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for (int32 i = 0; i < e_count; ++i)
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-14.5f + 1.0f * i, 5.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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b2Vec2 anchor(-15.0f + 1.0f * i, 5.0f);
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jd.Initialize(prevBody, body, anchor);
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m_world->CreateJoint(&jd);
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prevBody = body;
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}
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(1.0f, 0.125f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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b2WeldJointDef jd;
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jd.frequencyHz = 5.0f;
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jd.dampingRatio = 0.7f;
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b2Body* prevBody = ground;
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for (int32 i = 0; i < 3; ++i)
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-14.0f + 2.0f * i, 15.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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b2Vec2 anchor(-15.0f + 2.0f * i, 15.0f);
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jd.Initialize(prevBody, body, anchor);
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m_world->CreateJoint(&jd);
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prevBody = body;
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}
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.5f, 0.125f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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b2WeldJointDef jd;
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b2Body* prevBody = ground;
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for (int32 i = 0; i < e_count; ++i)
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-4.5f + 1.0f * i, 5.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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if (i > 0)
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{
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b2Vec2 anchor(-5.0f + 1.0f * i, 5.0f);
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jd.Initialize(prevBody, body, anchor);
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m_world->CreateJoint(&jd);
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}
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prevBody = body;
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}
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.5f, 0.125f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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b2WeldJointDef jd;
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jd.frequencyHz = 8.0f;
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jd.dampingRatio = 0.7f;
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b2Body* prevBody = ground;
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for (int32 i = 0; i < e_count; ++i)
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(5.5f + 1.0f * i, 10.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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if (i > 0)
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{
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b2Vec2 anchor(5.0f + 1.0f * i, 10.0f);
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jd.Initialize(prevBody, body, anchor);
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m_world->CreateJoint(&jd);
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}
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prevBody = body;
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}
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}
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for (int32 i = 0; i < 2; ++i)
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{
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b2Vec2 vertices[3];
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vertices[0].Set(-0.5f, 0.0f);
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vertices[1].Set(0.5f, 0.0f);
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vertices[2].Set(0.0f, 1.5f);
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b2PolygonShape shape;
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shape.Set(vertices, 3);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 1.0f;
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-8.0f + 8.0f * i, 12.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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}
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for (int32 i = 0; i < 2; ++i)
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{
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b2CircleShape shape;
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shape.m_radius = 0.5f;
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 1.0f;
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(-6.0f + 6.0f * i, 10.0f);
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b2Body* body = m_world->CreateBody(&bd);
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body->CreateFixture(&fd);
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}
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}
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static Test* Create()
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{
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return new Cantilever;
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}
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b2Body* m_middle;
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};
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#endif
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