// 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 "settings.h" #include "test.h" /// This test shows how to use a motor joint. A motor joint /// can be used to animate a dynamic body. With finite motor forces /// the body can be blocked by collision with other bodies. class MotorJoint : public Test { public: MotorJoint() { b2Body* ground = NULL; { b2BodyDef bd; ground = m_world->CreateBody(&bd); b2EdgeShape shape; shape.SetTwoSided(b2Vec2(-20.0f, 0.0f), b2Vec2(20.0f, 0.0f)); b2FixtureDef fd; fd.shape = &shape; ground->CreateFixture(&fd); } // Define motorized body { b2BodyDef bd; bd.type = b2_dynamicBody; bd.position.Set(0.0f, 8.0f); b2Body* body = m_world->CreateBody(&bd); b2PolygonShape shape; shape.SetAsBox(2.0f, 0.5f); b2FixtureDef fd; fd.shape = &shape; fd.friction = 0.6f; fd.density = 2.0f; body->CreateFixture(&fd); b2MotorJointDef mjd; mjd.Initialize(ground, body); mjd.maxForce = 1000.0f; mjd.maxTorque = 1000.0f; m_joint = (b2MotorJoint*)m_world->CreateJoint(&mjd); } m_go = false; m_time = 0.0f; } void Keyboard(int key) override { switch (key) { case GLFW_KEY_S: m_go = !m_go; break; } } void Step(Settings& settings) override { if (m_go && settings.m_hertz > 0.0f) { m_time += 1.0f / settings.m_hertz; } b2Vec2 linearOffset; linearOffset.x = 6.0f * sinf(2.0f * m_time); linearOffset.y = 8.0f + 4.0f * sinf(1.0f * m_time); float angularOffset = 4.0f * m_time; m_joint->SetLinearOffset(linearOffset); m_joint->SetAngularOffset(angularOffset); g_debugDraw.DrawPoint(linearOffset, 4.0f, b2Color(0.9f, 0.9f, 0.9f)); Test::Step(settings); g_debugDraw.DrawString(5, m_textLine, "Keys: (s) pause"); m_textLine += 15; } static Test* Create() { return new MotorJoint; } b2MotorJoint* m_joint; float m_time; bool m_go; }; static int testIndex = RegisterTest("Joints", "Motor Joint", MotorJoint::Create);