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#include "simul/element.h"
Element::Element(b2World & world, Position p, Type t)
{
this->p = p;
type = t;
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x.getValueInMillimeters()/100., p.y.getValueInMillimeters()/100.);
body = world.CreateBody(&bodyDef);
b2CircleShape circle;
circle.m_p.Set(0.,0.);
circle.m_radius = 1.0f;
b2FixtureDef fixtureDef;
fixtureDef.shape = &circle;
fixtureDef.density = 1.0f;
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fixtureDef.friction = 0.4f;
body->CreateFixture(&fixtureDef);
}
void Element::updatePos()
{
p.x = 100.*body->GetPosition().x;
p.y = 100.*body->GetPosition().y;
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float friction = 0.5;
b2Vec2 velocity = body->GetLinearVelocity();
float32 speed = velocity.Length();
if(speed > FLT_EPSILON)
{
float32 newSpeed = speed - friction;
if(newSpeed < 0)
newSpeed = 0;
velocity *= newSpeed/speed;
body->SetLinearVelocity(velocity);
}
float angularFriction = 0.1;
float angular = body->GetAngularVelocity();
if(angular > 0)
{
angular -= angularFriction;
if(angular < 0)
angular = 0;
}
else
{
angular += angularFriction;
if(angular > 0)
angular = 0;
}
body->SetAngularVelocity(angular);