#!/usr/bin/env python
# -*- coding: utf-8 -*-
#
# C++ version Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
# Python version by Ken Lauer / sirkne at gmail dot com
# 
# This software is provided 'as-is', without any express or implied
# warranty.  In no event will the authors be held liable for any damages
# arising from the use of this software.
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software
# in a product, an acknowledgment in the product documentation would be
# appreciated but is not required.
# 2. Altered source versions must be plainly marked as such, and must not be
# misrepresented as being the original software.
# 3. This notice may not be removed or altered from any source distribution.

from framework import *


class Cantilever (Framework):
    name="Cantilever"
    description="Note the difference in stiffness between the two sets of cantilevers. This is due to the inertiaScale."
    numPlanks = 8
    def __init__(self):
        super(Cantilever, self).__init__()

        # The ground
        ground = self.world.CreateBody(shapes=b2EdgeShape(vertices=[(-40,0),(40,0)]) )

        plank=b2FixtureDef(
                    shape=b2PolygonShape(box=(0.5,0.125)),
                    friction=0.2,
                    density=20
                    )

        # Create one cantilever (Only the left end is fixed)
        prevBody = ground
        for i in range(self.numPlanks):
            body = self.world.CreateDynamicBody(
                        position=(-14.5+i, 5), 
                        fixtures=plank,
                    )

            self.world.CreateWeldJoint(
                    bodyA=prevBody,
                    bodyB=body,
                    anchor=(-15+i, 5),
                )

            prevBody = body

        # Create another higher up with a different inertiaScale
        prevBody = ground
        for i in range(self.numPlanks):
            body = self.world.CreateDynamicBody(
                        position=(-14.5+i,15), 
                        inertiaScale=10.0,    # <--
                        fixtures=plank,
                    )

            self.world.CreateWeldJoint(
                    bodyA=prevBody,
                    bodyB=body,
                    anchor=(-15+i,15),
                )

            prevBody = body

        # And the left-most unconnected one (technically not a cantilever)
        prevBody = ground
        for i in range(self.numPlanks):
            body = self.world.CreateDynamicBody(
                        position=(-4.5+i,5), 
                        fixtures=plank,
                    )

            if i > 0: # skip the joint on the first one
                self.world.CreateWeldJoint(
                    bodyA=prevBody,
                    bodyB=body,
                    anchor=(-5+i,5),
                    )

            prevBody = body

        # And the right-most unconnected one, with a different inertiaScale
        prevBody = ground
        for i in range(self.numPlanks):
            body = self.world.CreateDynamicBody(
                        position=(5.5+i,10), 
                        inertiaScale=10.0,    # <--
                        fixtures=plank,
                    )

            if i > 0: # skip the joint on the first one
                self.world.CreateWeldJoint(
                    bodyA=prevBody,
                    bodyB=body,
                    anchor=(5+i,10),
                    )

            prevBody = body

        # And a few random shapes to play with
        # First a set of triangles,
        fixture=b2FixtureDef(shape=b2PolygonShape(vertices=
                        [(-0.5,0.0),
                         ( 0.5,0.0),
                         ( 0.0,1.5),
                        ]),
                    density=1.0 ) 
        for i in range(2):
            self.world.CreateDynamicBody(
                        position=(-8+8*i,12),
                        fixtures=fixture,
                    )

        # And then a few circles
        fixture=b2FixtureDef(shape=b2CircleShape(radius=0.5), density=1)
        for i in range(3):
            self.world.CreateDynamicBody(
                        position=(-6+6*i,10),
                        fixtures=fixture,
                    )

if __name__=="__main__":
     main(Cantilever)

