 25bd5d8adb
			
		
	
	25bd5d8adb
	
	
	
		
			
			subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
		
			
				
	
	
		
			212 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			212 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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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| 
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| #ifndef CANTILEVER_H
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| #define CANTILEVER_H
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| 
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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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| 
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|     enum
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|     {
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|         e_count = 8
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|     };
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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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| 
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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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|         {
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|             b2PolygonShape shape;
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|             shape.SetAsBox(0.5f, 0.125f);
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| 
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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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| 
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|             b2WeldJointDef jd;
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| 
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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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| 
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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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| 
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|                 prevBody = body;
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|             }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|                 prevBody = body;
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|             }
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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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| 
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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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| 
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|             b2WeldJointDef jd;
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| 
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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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| 
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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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| 
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|                 prevBody = body;
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|             }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|                 prevBody = body;
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|             }
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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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| 
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|             b2PolygonShape shape;
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|             shape.Set(vertices, 3);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     b2Body* m_middle;
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| };
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| 
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| #endif
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