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++
/*
|
|
* 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
|