170 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			170 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
| /*
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| * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
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| *
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| * This software is provided 'as-is', without any express or implied
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| * warranty.  In no event will the authors be held liable for any damages
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| * arising from the use of this software.
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| * Permission is granted to anyone to use this software for any purpose,
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| * including commercial applications, and to alter it and redistribute it
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| * freely, subject to the following restrictions:
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| * 1. The origin of this software must not be misrepresented; you must not
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| * claim that you wrote the original software. If you use this software
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| * in a product, an acknowledgment in the product documentation would be
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| * appreciated but is not required.
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| * 2. Altered source versions must be plainly marked as such, and must not be
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| * misrepresented as being the original software.
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| * 3. This notice may not be removed or altered from any source distribution.
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| */
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| 
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| #ifndef B2_DISTANCE_JOINT_H
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| #define B2_DISTANCE_JOINT_H
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| 
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| #include "Box2D/Dynamics/Joints/b2Joint.h"
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| 
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| /// Distance joint definition. This requires defining an
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| /// anchor point on both bodies and the non-zero length of the
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| /// distance joint. The definition uses local anchor points
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| /// so that the initial configuration can violate the constraint
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| /// slightly. This helps when saving and loading a game.
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| /// @warning Do not use a zero or short length.
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| struct b2DistanceJointDef : public b2JointDef
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| {
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| 	b2DistanceJointDef()
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| 	{
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| 		type = e_distanceJoint;
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| 		localAnchorA.Set(0.0f, 0.0f);
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| 		localAnchorB.Set(0.0f, 0.0f);
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| 		length = 1.0f;
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| 		frequencyHz = 0.0f;
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| 		dampingRatio = 0.0f;
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| 	}
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| 
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| 	/// Initialize the bodies, anchors, and length using the world
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| 	/// anchors.
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| 	void Initialize(b2Body* bodyA, b2Body* bodyB,
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| 					const b2Vec2& anchorA, const b2Vec2& anchorB);
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| 
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| 	/// The local anchor point relative to bodyA's origin.
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| 	b2Vec2 localAnchorA;
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| 
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| 	/// The local anchor point relative to bodyB's origin.
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| 	b2Vec2 localAnchorB;
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| 
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| 	/// The natural length between the anchor points.
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| 	float32 length;
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| 
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| 	/// The mass-spring-damper frequency in Hertz. A value of 0
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| 	/// disables softness.
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| 	float32 frequencyHz;
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| 
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| 	/// The damping ratio. 0 = no damping, 1 = critical damping.
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| 	float32 dampingRatio;
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| };
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| 
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| /// A distance joint constrains two points on two bodies
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| /// to remain at a fixed distance from each other. You can view
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| /// this as a massless, rigid rod.
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| class b2DistanceJoint : public b2Joint
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| {
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| public:
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| 
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| 	b2Vec2 GetAnchorA() const override;
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| 	b2Vec2 GetAnchorB() const override;
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| 
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| 	/// Get the reaction force given the inverse time step.
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| 	/// Unit is N.
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| 	b2Vec2 GetReactionForce(float32 inv_dt) const override;
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| 
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| 	/// Get the reaction torque given the inverse time step.
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| 	/// Unit is N*m. This is always zero for a distance joint.
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| 	float32 GetReactionTorque(float32 inv_dt) const override;
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| 
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| 	/// The local anchor point relative to bodyA's origin.
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| 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
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| 
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| 	/// The local anchor point relative to bodyB's origin.
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| 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
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| 
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| 	/// Set/get the natural length.
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| 	/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
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| 	void SetLength(float32 length);
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| 	float32 GetLength() const;
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| 
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| 	/// Set/get frequency in Hz.
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| 	void SetFrequency(float32 hz);
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| 	float32 GetFrequency() const;
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| 
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| 	/// Set/get damping ratio.
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| 	void SetDampingRatio(float32 ratio);
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| 	float32 GetDampingRatio() const;
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| 
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| 	/// Dump joint to dmLog
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| 	void Dump() override;
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| 
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| protected:
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| 
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| 	friend class b2Joint;
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| 	b2DistanceJoint(const b2DistanceJointDef* data);
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| 
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| 	void InitVelocityConstraints(const b2SolverData& data) override;
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| 	void SolveVelocityConstraints(const b2SolverData& data) override;
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| 	bool SolvePositionConstraints(const b2SolverData& data) override;
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| 
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| 	float32 m_frequencyHz;
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| 	float32 m_dampingRatio;
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| 	float32 m_bias;
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| 
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| 	// Solver shared
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| 	b2Vec2 m_localAnchorA;
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| 	b2Vec2 m_localAnchorB;
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| 	float32 m_gamma;
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| 	float32 m_impulse;
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| 	float32 m_length;
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| 
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| 	// Solver temp
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| 	int32 m_indexA;
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| 	int32 m_indexB;
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| 	b2Vec2 m_u;
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| 	b2Vec2 m_rA;
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| 	b2Vec2 m_rB;
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| 	b2Vec2 m_localCenterA;
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| 	b2Vec2 m_localCenterB;
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| 	float32 m_invMassA;
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| 	float32 m_invMassB;
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| 	float32 m_invIA;
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| 	float32 m_invIB;
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| 	float32 m_mass;
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| };
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| 
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| inline void b2DistanceJoint::SetLength(float32 length)
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| {
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| 	m_length = length;
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| }
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| 
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| inline float32 b2DistanceJoint::GetLength() const
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| {
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| 	return m_length;
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| }
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| 
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| inline void b2DistanceJoint::SetFrequency(float32 hz)
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| {
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| 	m_frequencyHz = hz;
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| }
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| 
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| inline float32 b2DistanceJoint::GetFrequency() const
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| {
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| 	return m_frequencyHz;
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| }
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| 
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| inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
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| {
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| 	m_dampingRatio = ratio;
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| }
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| 
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| inline float32 b2DistanceJoint::GetDampingRatio() const
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| {
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| 	return m_dampingRatio;
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| }
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| 
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| #endif
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