126 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C
		
	
	
	
		
		
			
		
	
	
			126 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C
		
	
	
	
|  | /*
 | ||
|  | * 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_GEAR_JOINT_H
 | ||
|  | #define B2_GEAR_JOINT_H
 | ||
|  | 
 | ||
|  | #include "Box2D/Dynamics/Joints/b2Joint.h"
 | ||
|  | 
 | ||
|  | /// Gear joint definition. This definition requires two existing
 | ||
|  | /// revolute or prismatic joints (any combination will work).
 | ||
|  | struct b2GearJointDef : public b2JointDef | ||
|  | { | ||
|  | 	b2GearJointDef() | ||
|  | 	{ | ||
|  | 		type = e_gearJoint; | ||
|  | 		joint1 = nullptr; | ||
|  | 		joint2 = nullptr; | ||
|  | 		ratio = 1.0f; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/// The first revolute/prismatic joint attached to the gear joint.
 | ||
|  | 	b2Joint* joint1; | ||
|  | 
 | ||
|  | 	/// The second revolute/prismatic joint attached to the gear joint.
 | ||
|  | 	b2Joint* joint2; | ||
|  | 
 | ||
|  | 	/// The gear ratio.
 | ||
|  | 	/// @see b2GearJoint for explanation.
 | ||
|  | 	float32 ratio; | ||
|  | }; | ||
|  | 
 | ||
|  | /// A gear joint is used to connect two joints together. Either joint
 | ||
|  | /// can be a revolute or prismatic joint. You specify a gear ratio
 | ||
|  | /// to bind the motions together:
 | ||
|  | /// coordinate1 + ratio * coordinate2 = constant
 | ||
|  | /// The ratio can be negative or positive. If one joint is a revolute joint
 | ||
|  | /// and the other joint is a prismatic joint, then the ratio will have units
 | ||
|  | /// of length or units of 1/length.
 | ||
|  | /// @warning You have to manually destroy the gear joint if joint1 or joint2
 | ||
|  | /// is destroyed.
 | ||
|  | class b2GearJoint : public b2Joint | ||
|  | { | ||
|  | public: | ||
|  | 	b2Vec2 GetAnchorA() const override; | ||
|  | 	b2Vec2 GetAnchorB() const override; | ||
|  | 
 | ||
|  | 	b2Vec2 GetReactionForce(float32 inv_dt) const override; | ||
|  | 	float32 GetReactionTorque(float32 inv_dt) const override; | ||
|  | 
 | ||
|  | 	/// Get the first joint.
 | ||
|  | 	b2Joint* GetJoint1() { return m_joint1; } | ||
|  | 
 | ||
|  | 	/// Get the second joint.
 | ||
|  | 	b2Joint* GetJoint2() { return m_joint2; } | ||
|  | 
 | ||
|  | 	/// Set/Get the gear ratio.
 | ||
|  | 	void SetRatio(float32 ratio); | ||
|  | 	float32 GetRatio() const; | ||
|  | 
 | ||
|  | 	/// Dump joint to dmLog
 | ||
|  | 	void Dump() override; | ||
|  | 
 | ||
|  | protected: | ||
|  | 
 | ||
|  | 	friend class b2Joint; | ||
|  | 	b2GearJoint(const b2GearJointDef* data); | ||
|  | 
 | ||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||
|  | 
 | ||
|  | 	b2Joint* m_joint1; | ||
|  | 	b2Joint* m_joint2; | ||
|  | 
 | ||
|  | 	b2JointType m_typeA; | ||
|  | 	b2JointType m_typeB; | ||
|  | 
 | ||
|  | 	// Body A is connected to body C
 | ||
|  | 	// Body B is connected to body D
 | ||
|  | 	b2Body* m_bodyC; | ||
|  | 	b2Body* m_bodyD; | ||
|  | 
 | ||
|  | 	// Solver shared
 | ||
|  | 	b2Vec2 m_localAnchorA; | ||
|  | 	b2Vec2 m_localAnchorB; | ||
|  | 	b2Vec2 m_localAnchorC; | ||
|  | 	b2Vec2 m_localAnchorD; | ||
|  | 
 | ||
|  | 	b2Vec2 m_localAxisC; | ||
|  | 	b2Vec2 m_localAxisD; | ||
|  | 
 | ||
|  | 	float32 m_referenceAngleA; | ||
|  | 	float32 m_referenceAngleB; | ||
|  | 
 | ||
|  | 	float32 m_constant; | ||
|  | 	float32 m_ratio; | ||
|  | 
 | ||
|  | 	float32 m_impulse; | ||
|  | 
 | ||
|  | 	// Solver temp
 | ||
|  | 	int32 m_indexA, m_indexB, m_indexC, m_indexD; | ||
|  | 	b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD; | ||
|  | 	float32 m_mA, m_mB, m_mC, m_mD; | ||
|  | 	float32 m_iA, m_iB, m_iC, m_iD; | ||
|  | 	b2Vec2 m_JvAC, m_JvBD; | ||
|  | 	float32 m_JwA, m_JwB, m_JwC, m_JwD; | ||
|  | 	float32 m_mass; | ||
|  | }; | ||
|  | 
 | ||
|  | #endif
 |