/* * 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 CAR_H #define CAR_H // This is a fun demo that shows off the wheel joint class Car : public Test { public: Car() { m_hz = 4.0f; m_zeta = 0.7f; m_speed = 50.0f; b2Body* ground = NULL; { b2BodyDef bd; ground = m_world->CreateBody(&bd); b2EdgeShape shape; b2FixtureDef fd; fd.shape = &shape; fd.density = 0.0f; fd.friction = 0.6f; shape.Set(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f)); ground->CreateFixture(&fd); float32 hs[10] = {0.25f, 1.0f, 4.0f, 0.0f, 0.0f, -1.0f, -2.0f, -2.0f, -1.25f, 0.0f}; float32 x = 20.0f, y1 = 0.0f, dx = 5.0f; for (int32 i = 0; i < 10; ++i) { float32 y2 = hs[i]; shape.Set(b2Vec2(x, y1), b2Vec2(x + dx, y2)); ground->CreateFixture(&fd); y1 = y2; x += dx; } for (int32 i = 0; i < 10; ++i) { float32 y2 = hs[i]; shape.Set(b2Vec2(x, y1), b2Vec2(x + dx, y2)); ground->CreateFixture(&fd); y1 = y2; x += dx; } shape.Set(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f)); ground->CreateFixture(&fd); x += 80.0f; shape.Set(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f)); ground->CreateFixture(&fd); x += 40.0f; shape.Set(b2Vec2(x, 0.0f), b2Vec2(x + 10.0f, 5.0f)); ground->CreateFixture(&fd); x += 20.0f; shape.Set(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f)); ground->CreateFixture(&fd); x += 40.0f; shape.Set(b2Vec2(x, 0.0f), b2Vec2(x, 20.0f)); ground->CreateFixture(&fd); } // Teeter { b2BodyDef bd; bd.position.Set(140.0f, 1.0f); bd.type = b2_dynamicBody; b2Body* body = m_world->CreateBody(&bd); b2PolygonShape box; box.SetAsBox(10.0f, 0.25f); body->CreateFixture(&box, 1.0f); b2RevoluteJointDef jd; jd.Initialize(ground, body, body->GetPosition()); jd.lowerAngle = -8.0f * b2_pi / 180.0f; jd.upperAngle = 8.0f * b2_pi / 180.0f; jd.enableLimit = true; m_world->CreateJoint(&jd); body->ApplyAngularImpulse(100.0f); } // Bridge { int32 N = 20; b2PolygonShape shape; shape.SetAsBox(1.0f, 0.125f); b2FixtureDef fd; fd.shape = &shape; fd.density = 1.0f; fd.friction = 0.6f; b2RevoluteJointDef jd; b2Body* prevBody = ground; for (int32 i = 0; i < N; ++i) { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(161.0f + 2.0f * i, -0.125f); b2Body* body = m_world->CreateBody(&bd); body->CreateFixture(&fd); b2Vec2 anchor(160.0f + 2.0f * i, -0.125f); jd.Initialize(prevBody, body, anchor); m_world->CreateJoint(&jd); prevBody = body; } b2Vec2 anchor(160.0f + 2.0f * N, -0.125f); jd.Initialize(prevBody, ground, anchor); m_world->CreateJoint(&jd); } // Boxes { b2PolygonShape box; box.SetAsBox(0.5f, 0.5f); b2Body* body = NULL; b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(230.0f, 0.5f); body = m_world->CreateBody(&bd); body->CreateFixture(&box, 0.5f); bd.position.Set(230.0f, 1.5f); body = m_world->CreateBody(&bd); body->CreateFixture(&box, 0.5f); bd.position.Set(230.0f, 2.5f); body = m_world->CreateBody(&bd); body->CreateFixture(&box, 0.5f); bd.position.Set(230.0f, 3.5f); body = m_world->CreateBody(&bd); body->CreateFixture(&box, 0.5f); bd.position.Set(230.0f, 4.5f); body = m_world->CreateBody(&bd); body->CreateFixture(&box, 0.5f); } // Car { b2PolygonShape chassis; b2Vec2 vertices[8]; vertices[0].Set(-1.5f, -0.5f); vertices[1].Set(1.5f, -0.5f); vertices[2].Set(1.5f, 0.0f); vertices[3].Set(0.0f, 0.9f); vertices[4].Set(-1.15f, 0.9f); vertices[5].Set(-1.5f, 0.2f); chassis.Set(vertices, 6); b2CircleShape circle; circle.m_radius = 0.4f; b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(0.0f, 1.0f); m_car = m_world->CreateBody(&bd); m_car->CreateFixture(&chassis, 1.0f); b2FixtureDef fd; fd.shape = &circle; fd.density = 1.0f; fd.friction = 0.9f; bd.position.Set(-1.0f, 0.35f); m_wheel1 = m_world->CreateBody(&bd); m_wheel1->CreateFixture(&fd); bd.position.Set(1.0f, 0.4f); m_wheel2 = m_world->CreateBody(&bd); m_wheel2->CreateFixture(&fd); b2WheelJointDef jd; b2Vec2 axis(0.0f, 1.0f); jd.Initialize(m_car, m_wheel1, m_wheel1->GetPosition(), axis); jd.motorSpeed = 0.0f; jd.maxMotorTorque = 20.0f; jd.enableMotor = true; jd.frequencyHz = m_hz; jd.dampingRatio = m_zeta; m_spring1 = (b2WheelJoint*)m_world->CreateJoint(&jd); jd.Initialize(m_car, m_wheel2, m_wheel2->GetPosition(), axis); jd.motorSpeed = 0.0f; jd.maxMotorTorque = 10.0f; jd.enableMotor = false; jd.frequencyHz = m_hz; jd.dampingRatio = m_zeta; m_spring2 = (b2WheelJoint*)m_world->CreateJoint(&jd); } } void Keyboard(unsigned char key) { switch (key) { case 'a': m_spring1->SetMotorSpeed(m_speed); break; case 's': m_spring1->SetMotorSpeed(0.0f); break; case 'd': m_spring1->SetMotorSpeed(-m_speed); break; case 'q': m_hz = b2Max(0.0f, m_hz - 1.0f); m_spring1->SetSpringFrequencyHz(m_hz); m_spring2->SetSpringFrequencyHz(m_hz); break; case 'e': m_hz += 1.0f; m_spring1->SetSpringFrequencyHz(m_hz); m_spring2->SetSpringFrequencyHz(m_hz); break; } } void Step(Settings* settings) { m_debugDraw.DrawString(5, m_textLine, "Keys: left = a, brake = s, right = d, hz down = q, hz up = e"); m_textLine += 15; m_debugDraw.DrawString(5, m_textLine, "frequency = %g hz, damping ratio = %g", m_hz, m_zeta); m_textLine += 15; settings->viewCenter.x = m_car->GetPosition().x; Test::Step(settings); } static Test* Create() { return new Car; } b2Body* m_car; b2Body* m_wheel1; b2Body* m_wheel2; float32 m_hz; float32 m_zeta; float32 m_speed; b2WheelJoint* m_spring1; b2WheelJoint* m_spring2; }; #endif