127 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C
		
	
	
	
		
		
			
		
	
	
			127 lines
		
	
	
		
			3.7 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_WELD_JOINT_H
 | ||
|  | #define B2_WELD_JOINT_H
 | ||
|  | 
 | ||
|  | #include "Box2D/Dynamics/Joints/b2Joint.h"
 | ||
|  | 
 | ||
|  | /// Weld joint definition. You need to specify local anchor points
 | ||
|  | /// where they are attached and the relative body angle. The position
 | ||
|  | /// of the anchor points is important for computing the reaction torque.
 | ||
|  | struct b2WeldJointDef : public b2JointDef | ||
|  | { | ||
|  | 	b2WeldJointDef() | ||
|  | 	{ | ||
|  | 		type = e_weldJoint; | ||
|  | 		localAnchorA.Set(0.0f, 0.0f); | ||
|  | 		localAnchorB.Set(0.0f, 0.0f); | ||
|  | 		referenceAngle = 0.0f; | ||
|  | 		frequencyHz = 0.0f; | ||
|  | 		dampingRatio = 0.0f; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/// Initialize the bodies, anchors, and reference angle using a world
 | ||
|  | 	/// anchor point.
 | ||
|  | 	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor); | ||
|  | 
 | ||
|  | 	/// The local anchor point relative to bodyA's origin.
 | ||
|  | 	b2Vec2 localAnchorA; | ||
|  | 
 | ||
|  | 	/// The local anchor point relative to bodyB's origin.
 | ||
|  | 	b2Vec2 localAnchorB; | ||
|  | 
 | ||
|  | 	/// The bodyB angle minus bodyA angle in the reference state (radians).
 | ||
|  | 	float32 referenceAngle; | ||
|  | 	 | ||
|  | 	/// The mass-spring-damper frequency in Hertz. Rotation only.
 | ||
|  | 	/// Disable softness with a value of 0.
 | ||
|  | 	float32 frequencyHz; | ||
|  | 
 | ||
|  | 	/// The damping ratio. 0 = no damping, 1 = critical damping.
 | ||
|  | 	float32 dampingRatio; | ||
|  | }; | ||
|  | 
 | ||
|  | /// A weld joint essentially glues two bodies together. A weld joint may
 | ||
|  | /// distort somewhat because the island constraint solver is approximate.
 | ||
|  | class b2WeldJoint : 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; | ||
|  | 
 | ||
|  | 	/// 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; } | ||
|  | 
 | ||
|  | 	/// Get the reference angle.
 | ||
|  | 	float32 GetReferenceAngle() const { return m_referenceAngle; } | ||
|  | 
 | ||
|  | 	/// Set/get frequency in Hz.
 | ||
|  | 	void SetFrequency(float32 hz) { m_frequencyHz = hz; } | ||
|  | 	float32 GetFrequency() const { return m_frequencyHz; } | ||
|  | 
 | ||
|  | 	/// Set/get damping ratio.
 | ||
|  | 	void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; } | ||
|  | 	float32 GetDampingRatio() const { return m_dampingRatio; } | ||
|  | 
 | ||
|  | 	/// Dump to b2Log
 | ||
|  | 	void Dump() override; | ||
|  | 
 | ||
|  | protected: | ||
|  | 
 | ||
|  | 	friend class b2Joint; | ||
|  | 
 | ||
|  | 	b2WeldJoint(const b2WeldJointDef* def); | ||
|  | 
 | ||
|  | 	void InitVelocityConstraints(const b2SolverData& data) override; | ||
|  | 	void SolveVelocityConstraints(const b2SolverData& data) override; | ||
|  | 	bool SolvePositionConstraints(const b2SolverData& data) override; | ||
|  | 
 | ||
|  | 	float32 m_frequencyHz; | ||
|  | 	float32 m_dampingRatio; | ||
|  | 	float32 m_bias; | ||
|  | 
 | ||
|  | 	// Solver shared
 | ||
|  | 	b2Vec2 m_localAnchorA; | ||
|  | 	b2Vec2 m_localAnchorB; | ||
|  | 	float32 m_referenceAngle; | ||
|  | 	float32 m_gamma; | ||
|  | 	b2Vec3 m_impulse; | ||
|  | 
 | ||
|  | 	// Solver temp
 | ||
|  | 	int32 m_indexA; | ||
|  | 	int32 m_indexB; | ||
|  | 	b2Vec2 m_rA; | ||
|  | 	b2Vec2 m_rB; | ||
|  | 	b2Vec2 m_localCenterA; | ||
|  | 	b2Vec2 m_localCenterB; | ||
|  | 	float32 m_invMassA; | ||
|  | 	float32 m_invMassB; | ||
|  | 	float32 m_invIA; | ||
|  | 	float32 m_invIB; | ||
|  | 	b2Mat33 m_mass; | ||
|  | }; | ||
|  | 
 | ||
|  | #endif
 |