Add initial prototype.
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "test.h"
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#include "imgui/imgui.h"
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/// This test shows how a distance joint can be used to stabilize a chain of
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/// bodies with a heavy payload. Notice that the distance joint just prevents
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/// excessive stretching and has no other effect.
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/// By disabling the distance joint you can see that the Box2D solver has trouble
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/// supporting heavy bodies with light bodies. Try playing around with the
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/// densities, time step, and iterations to see how they affect stability.
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/// This test also shows how to use contact filtering. Filtering is configured
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/// so that the payload does not collide with the chain.
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class WreckingBall : public Test
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{
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public:
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WreckingBall()
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{
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b2Body* ground = NULL;
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{
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b2BodyDef bd;
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ground = m_world->CreateBody(&bd);
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b2EdgeShape shape;
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shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
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ground->CreateFixture(&shape, 0.0f);
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}
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{
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b2PolygonShape shape;
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shape.SetAsBox(0.5f, 0.125f);
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b2FixtureDef fd;
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fd.shape = &shape;
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fd.density = 20.0f;
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fd.friction = 0.2f;
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fd.filter.categoryBits = 0x0001;
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fd.filter.maskBits = 0xFFFF & ~0x0002;
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b2RevoluteJointDef jd;
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jd.collideConnected = false;
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const int32 N = 10;
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const float y = 15.0f;
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m_distanceJointDef.localAnchorA.Set(0.0f, y);
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b2Body* prevBody = ground;
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for (int32 i = 0; i < N; ++i)
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{
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b2BodyDef bd;
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bd.type = b2_dynamicBody;
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bd.position.Set(0.5f + 1.0f * i, y);
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if (i == N - 1)
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{
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bd.position.Set(1.0f * i, y);
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bd.angularDamping = 0.4f;
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}
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b2Body* body = m_world->CreateBody(&bd);
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if (i == N - 1)
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{
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b2CircleShape circleShape;
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circleShape.m_radius = 1.5f;
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b2FixtureDef sfd;
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sfd.shape = &circleShape;
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sfd.density = 100.0f;
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sfd.filter.categoryBits = 0x0002;
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body->CreateFixture(&sfd);
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}
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else
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{
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body->CreateFixture(&fd);
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}
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b2Vec2 anchor(float(i), y);
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jd.Initialize(prevBody, body, anchor);
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m_world->CreateJoint(&jd);
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prevBody = body;
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}
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m_distanceJointDef.localAnchorB.SetZero();
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float extraLength = 0.01f;
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m_distanceJointDef.minLength = 0.0f;
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m_distanceJointDef.maxLength = N - 1.0f + extraLength;
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m_distanceJointDef.bodyB = prevBody;
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}
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{
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m_distanceJointDef.bodyA = ground;
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m_distanceJoint = m_world->CreateJoint(&m_distanceJointDef);
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m_stabilize = true;
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}
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}
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void UpdateUI() override
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{
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ImGui::SetNextWindowPos(ImVec2(10.0f, 100.0f));
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ImGui::SetNextWindowSize(ImVec2(200.0f, 100.0f));
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ImGui::Begin("Wrecking Ball Controls", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize);
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if (ImGui::Checkbox("Stabilize", &m_stabilize))
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{
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if (m_stabilize == true && m_distanceJoint == nullptr)
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{
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m_distanceJoint = m_world->CreateJoint(&m_distanceJointDef);
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}
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else if (m_stabilize == false && m_distanceJoint != nullptr)
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{
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m_world->DestroyJoint(m_distanceJoint);
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m_distanceJoint = nullptr;
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}
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}
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ImGui::End();
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}
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void Step(Settings& settings) override
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{
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Test::Step(settings);
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if (m_distanceJoint)
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{
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g_debugDraw.DrawString(5, m_textLine, "Distance Joint ON");
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}
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else
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{
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g_debugDraw.DrawString(5, m_textLine, "Distance Joint OFF");
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}
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m_textLine += m_textIncrement;
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}
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static Test* Create()
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{
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return new WreckingBall;
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}
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b2DistanceJointDef m_distanceJointDef;
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b2Joint* m_distanceJoint;
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bool m_stabilize;
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};
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static int testIndex = RegisterTest("Examples", "Wrecking Ball", WreckingBall::Create);
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