// MIT License // Copyright (c) 2019 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #include "test.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.SetTwoSided(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; float frequencyHz = 5.0f; float 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); b2AngularStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, jd.bodyA, jd.bodyB); 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; float frequencyHz = 8.0f; float 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); b2AngularStiffness(jd.stiffness, jd.damping, frequencyHz, dampingRatio, prevBody, body); 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; }; static int testIndex = RegisterTest("Joints", "Cantilever", Cantilever::Create);