125 lines
2.7 KiB
C++
125 lines
2.7 KiB
C++
/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef NEWTON_CRADLE_H
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#define NEWTON_CRADLE_H
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class NewtonCradle : public Test
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{
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public:
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NewtonCradle()
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{
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{
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b3BodyDef bd;
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b3Body* ground = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_groundHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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ground->CreateShape(sd);
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}
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b3CapsuleShape edge;
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edge.m_vertex1.Set(0.0f, -10.0f, 0.0f);
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edge.m_vertex2.Set(0.0f, 10.0f, 0.0f);
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edge.m_radius = 0.5f;
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b3Body* frame1, *frame2;
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{
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b3BodyDef bd;
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bd.orientation = b3QuatRotationZ(0.5f * B3_PI);
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bd.position.Set(0.0f, 10.0f, -5.0f);
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frame1 = m_world.CreateBody(bd);
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b3ShapeDef sd;
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sd.shape = &edge;
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frame1->CreateShape(sd);
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}
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{
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b3BodyDef bd;
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bd.orientation = b3QuatRotationZ(0.5f * B3_PI);
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bd.position.Set(0.0f, 10.0f, 5.0f);
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frame2 = m_world.CreateBody(bd);
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b3ShapeDef sd;
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sd.shape = &edge;
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frame2->CreateShape(sd);
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}
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b3Vec3 center;
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center.Set(-5.0f, 4.0f, 0.0f);
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b3SphereShape vertex;
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vertex.m_center.SetZero();
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vertex.m_radius = 1.0f;
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u32 count = 6;
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for (u32 i = 0; i < count; ++i)
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position = center;
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if (i == count - 1)
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{
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bd.linearVelocity.x = 5.0f;
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}
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b3Body* ball = m_world.CreateBody(bd);
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b3ShapeDef sd;
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sd.shape = &vertex;
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sd.density = 1.0f;
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sd.friction = 0.8f;
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ball->CreateShape(sd);
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b3Vec3 c1;
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c1.x = center.x;
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c1.y = 10.0f;
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c1.z = 0.0f;
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b3SphereJointDef jd1;
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jd1.bodyA = frame1;
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jd1.collideLinked = true;
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jd1.bodyB = ball;
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jd1.localAnchorA = b3MulT(frame1->GetTransform(), c1);
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jd1.localAnchorB = b3MulT(ball->GetTransform(), c1);
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m_world.CreateJoint(jd1);
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center.x += 2.0f * vertex.m_radius;
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}
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}
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static Test* Create()
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{
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return new NewtonCradle();
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}
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};
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#endif
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