/* * Copyright (c) 2006-2010 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 ROPE_JOINT_H #define ROPE_JOINT_H /// This test shows how a rope joint can be used to stabilize a chain of /// bodies with a heavy payload. Notice that the rope joint just prevents /// excessive stretching and has no other effect. /// By disabling the rope joint you can see that the Box2D solver has trouble /// supporting heavy bodies with light bodies. Try playing around with the /// densities, time step, and iterations to see how they affect stability. /// This test also shows how to use contact filtering. Filtering is configured /// so that the payload does not collide with the chain. class RopeJoint : public Test { public: RopeJoint() { 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; fd.friction = 0.2f; fd.filter.categoryBits = 0x0001; fd.filter.maskBits = 0xFFFF & ~0x0002; b2RevoluteJointDef jd; jd.collideConnected = false; const int32 N = 10; const float32 y = 15.0f; m_ropeDef.localAnchorA.Set(0.0f, y); b2Body* prevBody = ground; for (int32 i = 0; i < N; ++i) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(0.5f + 1.0f * i, y); if (i == N - 1) { shape.SetAsBox(1.5f, 1.5f); fd.density = 100.0f; fd.filter.categoryBits = 0x0002; bd.position.Set(1.0f * i, y); bd.angularDamping = 0.4f; } b2Body* body = m_world->CreateBody(&bd); body->CreateFixture(&fd); b2Vec2 anchor(float32(i), y); jd.Initialize(prevBody, body, anchor); m_world->CreateJoint(&jd); prevBody = body; } m_ropeDef.localAnchorB.SetZero(); float32 extraLength = 0.01f; m_ropeDef.maxLength = N - 1.0f + extraLength; m_ropeDef.bodyB = prevBody; } { m_ropeDef.bodyA = ground; m_rope = m_world->CreateJoint(&m_ropeDef); } } void Keyboard(unsigned char key) { switch (key) { case 'j': if (m_rope) { m_world->DestroyJoint(m_rope); m_rope = NULL; } else { m_rope = m_world->CreateJoint(&m_ropeDef); } break; } } void Step(Settings* settings) { Test::Step(settings); m_debugDraw.DrawString(5, m_textLine, "Press (j) to toggle the rope joint."); m_textLine += 15; if (m_rope) { m_debugDraw.DrawString(5, m_textLine, "Rope ON"); } else { m_debugDraw.DrawString(5, m_textLine, "Rope OFF"); } m_textLine += 15; } static Test* Create() { return new RopeJoint; } b2RopeJointDef m_ropeDef; b2Joint* m_rope; }; #endif