// 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" // This is a fun demo that shows off the wheel joint class Car : public Test { public: Car() { 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.SetTwoSided(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f)); ground->CreateFixture(&fd); float hs[10] = {0.25f, 1.0f, 4.0f, 0.0f, 0.0f, -1.0f, -2.0f, -2.0f, -1.25f, 0.0f}; float x = 20.0f, y1 = 0.0f, dx = 5.0f; for (int32 i = 0; i < 10; ++i) { float y2 = hs[i]; shape.SetTwoSided(b2Vec2(x, y1), b2Vec2(x + dx, y2)); ground->CreateFixture(&fd); y1 = y2; x += dx; } for (int32 i = 0; i < 10; ++i) { float y2 = hs[i]; shape.SetTwoSided(b2Vec2(x, y1), b2Vec2(x + dx, y2)); ground->CreateFixture(&fd); y1 = y2; x += dx; } shape.SetTwoSided(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f)); ground->CreateFixture(&fd); x += 80.0f; shape.SetTwoSided(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f)); ground->CreateFixture(&fd); x += 40.0f; shape.SetTwoSided(b2Vec2(x, 0.0f), b2Vec2(x + 10.0f, 5.0f)); ground->CreateFixture(&fd); x += 20.0f; shape.SetTwoSided(b2Vec2(x, 0.0f), b2Vec2(x + 40.0f, 0.0f)); ground->CreateFixture(&fd); x += 40.0f; shape.SetTwoSided(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, true); } // 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); float mass1 = m_wheel1->GetMass(); float mass2 = m_wheel2->GetMass(); float hertz = 4.0f; float dampingRatio = 0.7f; float omega = 2.0f * b2_pi * hertz; jd.Initialize(m_car, m_wheel1, m_wheel1->GetPosition(), axis); jd.motorSpeed = 0.0f; jd.maxMotorTorque = 20.0f; jd.enableMotor = true; jd.stiffness = mass1 * omega * omega; jd.damping = 2.0f * mass1 * dampingRatio * omega; jd.lowerTranslation = -0.25f; jd.upperTranslation = 0.25f; jd.enableLimit = true; 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.stiffness = mass2 * omega * omega; jd.damping = 2.0f * mass2 * dampingRatio * omega; jd.lowerTranslation = -0.25f; jd.upperTranslation = 0.25f; jd.enableLimit = true; m_spring2 = (b2WheelJoint*)m_world->CreateJoint(&jd); } } void Keyboard(int key) override { switch (key) { case GLFW_KEY_A: m_spring1->SetMotorSpeed(m_speed); break; case GLFW_KEY_S: m_spring1->SetMotorSpeed(0.0f); break; case GLFW_KEY_D: m_spring1->SetMotorSpeed(-m_speed); break; } } void Step(Settings& settings) override { g_debugDraw.DrawString(5, m_textLine, "Keys: left = a, brake = s, right = d, hz down = q, hz up = e"); m_textLine += m_textIncrement; g_camera.m_center.x = m_car->GetPosition().x; Test::Step(settings); } static Test* Create() { return new Car; } b2Body* m_car; b2Body* m_wheel1; b2Body* m_wheel2; float m_speed; b2WheelJoint* m_spring1; b2WheelJoint* m_spring2; }; static int testIndex = RegisterTest("Examples", "Car", Car::Create);