// 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 "box2d/box2d.h" #include "doctest.h" #include DOCTEST_TEST_CASE("joint reactions") { b2Vec2 gravity(0, -10.0f); b2World world = b2World(gravity); b2BodyDef bodyDef; b2Body* ground = world.CreateBody(&bodyDef); b2CircleShape circle; circle.m_radius = 1.0f; b2FixtureDef fixtureDef; // Disable collision fixtureDef.filter.maskBits = 0; fixtureDef.density = 1.0f; fixtureDef.shape = &circle; bodyDef.type = b2_dynamicBody; bodyDef.position.Set(-2.0f, 3.0f); b2Body* bodyA = world.CreateBody(&bodyDef); b2Body* bodyB = world.CreateBody(&bodyDef); b2Body* bodyC = world.CreateBody(&bodyDef); b2MassData massData; circle.ComputeMass(&massData, fixtureDef.density); const float mg = massData.mass * gravity.y; bodyA->CreateFixture(&fixtureDef); bodyB->CreateFixture(&fixtureDef); bodyC->CreateFixture(&fixtureDef); b2DistanceJointDef distanceJointDef; distanceJointDef.Initialize(ground, bodyA, bodyDef.position + b2Vec2(0.0f, 4.0f), bodyDef.position); distanceJointDef.minLength = distanceJointDef.length; distanceJointDef.maxLength = distanceJointDef.length; b2PrismaticJointDef prismaticJointDef; prismaticJointDef.Initialize(ground, bodyB, bodyDef.position, b2Vec2(1.0f, 0.0f)); b2RevoluteJointDef revoluteJointDef; revoluteJointDef.Initialize(ground, bodyC, bodyDef.position); b2DistanceJoint* distanceJoint = (b2DistanceJoint*)world.CreateJoint(&distanceJointDef); b2PrismaticJoint* prismaticJoint = (b2PrismaticJoint*)world.CreateJoint(&prismaticJointDef); b2RevoluteJoint* revoluteJoint = (b2RevoluteJoint*)world.CreateJoint(&revoluteJointDef); const float timeStep = 1.f / 60.f; const float invTimeStep = 60.0f; const int32 velocityIterations = 6; const int32 positionIterations = 2; world.Step(timeStep, velocityIterations, positionIterations); const float tol = 1e-5f; { b2Vec2 F = distanceJoint->GetReactionForce(invTimeStep); float T = distanceJoint->GetReactionTorque(invTimeStep); CHECK(F.x == 0.0f); CHECK(b2Abs(F.y + mg) < tol); CHECK(T == 0.0f); } { b2Vec2 F = prismaticJoint->GetReactionForce(invTimeStep); float T = prismaticJoint->GetReactionTorque(invTimeStep); CHECK(F.x == 0.0f); CHECK(b2Abs(F.y + mg) < tol); CHECK(T == 0.0f); } { b2Vec2 F = revoluteJoint->GetReactionForce(invTimeStep); float T = revoluteJoint->GetReactionTorque(invTimeStep); CHECK(F.x == 0.0f); CHECK(b2Abs(F.y + mg) < tol); CHECK(T == 0.0f); } }