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- /*
- * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
- *
- * 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.
- */
- #ifndef B2_ROPE_JOINT_H
- #define B2_ROPE_JOINT_H
- #include <Box2D/Dynamics/Joints/b2Joint.h>
- /// Rope joint definition. This requires two body anchor points and
- /// a maximum lengths.
- /// Note: by default the connected objects will not collide.
- /// see collideConnected in b2JointDef.
- struct b2RopeJointDef : public b2JointDef
- {
- b2RopeJointDef()
- {
- type = e_ropeJoint;
- localAnchorA.Set(-1.0f, 0.0f);
- localAnchorB.Set(1.0f, 0.0f);
- maxLength = 0.0f;
- }
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
- /// The maximum length of the rope.
- /// Warning: this must be larger than b2_linearSlop or
- /// the joint will have no effect.
- float32 maxLength;
- };
- /// A rope joint enforces a maximum distance between two points
- /// on two bodies. It has no other effect.
- /// Warning: if you attempt to change the maximum length during
- /// the simulation you will get some non-physical behavior.
- /// A model that would allow you to dynamically modify the length
- /// would have some sponginess, so I chose not to implement it
- /// that way. See b2DistanceJoint if you want to dynamically
- /// control length.
- class b2RopeJoint : public b2Joint
- {
- public:
- b2Vec2 GetAnchorA() const;
- b2Vec2 GetAnchorB() const;
- b2Vec2 GetReactionForce(float32 inv_dt) const;
- float32 GetReactionTorque(float32 inv_dt) const;
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
- /// Set/Get the maximum length of the rope.
- void SetMaxLength(float32 length) { m_maxLength = length; }
- float32 GetMaxLength() const;
- b2LimitState GetLimitState() const;
- /// Dump joint to dmLog
- void Dump();
- protected:
- friend class b2Joint;
- b2RopeJoint(const b2RopeJointDef* data);
- void InitVelocityConstraints(const b2SolverData& data);
- void SolveVelocityConstraints(const b2SolverData& data);
- bool SolvePositionConstraints(const b2SolverData& data);
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- float32 m_maxLength;
- float32 m_length;
- float32 m_impulse;
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_u;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- float32 m_mass;
- b2LimitState m_state;
- };
- #endif
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