| /* | |
| * 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 |