197 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			197 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
| /*
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| * Copyright (c) 2006-2011 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_PRISMATIC_JOINT_H
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| #define B2_PRISMATIC_JOINT_H
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| 
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| #include "Box2D/Dynamics/Joints/b2Joint.h"
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| 
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| /// Prismatic joint definition. This requires defining a line of
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| /// motion using an axis and an anchor point. The definition uses local
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| /// anchor points and a local axis so that the initial configuration
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| /// can violate the constraint slightly. The joint translation is zero
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| /// when the local anchor points coincide in world space. Using local
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| /// anchors and a local axis helps when saving and loading a game.
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| struct b2PrismaticJointDef : public b2JointDef
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| {
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| 	b2PrismaticJointDef()
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| 	{
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| 		type = e_prismaticJoint;
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| 		localAnchorA.SetZero();
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| 		localAnchorB.SetZero();
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| 		localAxisA.Set(1.0f, 0.0f);
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| 		referenceAngle = 0.0f;
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| 		enableLimit = false;
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| 		lowerTranslation = 0.0f;
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| 		upperTranslation = 0.0f;
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| 		enableMotor = false;
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| 		maxMotorForce = 0.0f;
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| 		motorSpeed = 0.0f;
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| 	}
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| 
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| 	/// Initialize the bodies, anchors, axis, and reference angle using the world
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| 	/// anchor and unit world axis.
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| 	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
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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 local translation unit axis in bodyA.
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| 	b2Vec2 localAxisA;
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| 
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| 	/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
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| 	float32 referenceAngle;
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| 
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| 	/// Enable/disable the joint limit.
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| 	bool enableLimit;
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| 
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| 	/// The lower translation limit, usually in meters.
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| 	float32 lowerTranslation;
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| 
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| 	/// The upper translation limit, usually in meters.
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| 	float32 upperTranslation;
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| 
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| 	/// Enable/disable the joint motor.
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| 	bool enableMotor;
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| 
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| 	/// The maximum motor torque, usually in N-m.
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| 	float32 maxMotorForce;
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| 
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| 	/// The desired motor speed in radians per second.
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| 	float32 motorSpeed;
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| };
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| 
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| /// A prismatic joint. This joint provides one degree of freedom: translation
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| /// along an axis fixed in bodyA. Relative rotation is prevented. You can
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| /// use a joint limit to restrict the range of motion and a joint motor to
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| /// drive the motion or to model joint friction.
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| class b2PrismaticJoint : public b2Joint
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| {
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| public:
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| 	b2Vec2 GetAnchorA() const override;
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| 	b2Vec2 GetAnchorB() const override;
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| 
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| 	b2Vec2 GetReactionForce(float32 inv_dt) const override;
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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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| 	/// The local joint axis relative to bodyA.
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| 	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
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| 
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| 	/// Get the reference angle.
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| 	float32 GetReferenceAngle() const { return m_referenceAngle; }
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| 
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| 	/// Get the current joint translation, usually in meters.
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| 	float32 GetJointTranslation() const;
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| 
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| 	/// Get the current joint translation speed, usually in meters per second.
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| 	float32 GetJointSpeed() const;
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| 
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| 	/// Is the joint limit enabled?
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| 	bool IsLimitEnabled() const;
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| 
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| 	/// Enable/disable the joint limit.
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| 	void EnableLimit(bool flag);
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| 
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| 	/// Get the lower joint limit, usually in meters.
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| 	float32 GetLowerLimit() const;
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| 
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| 	/// Get the upper joint limit, usually in meters.
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| 	float32 GetUpperLimit() const;
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| 
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| 	/// Set the joint limits, usually in meters.
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| 	void SetLimits(float32 lower, float32 upper);
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| 
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| 	/// Is the joint motor enabled?
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| 	bool IsMotorEnabled() const;
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| 
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| 	/// Enable/disable the joint motor.
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| 	void EnableMotor(bool flag);
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| 
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| 	/// Set the motor speed, usually in meters per second.
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| 	void SetMotorSpeed(float32 speed);
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| 
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| 	/// Get the motor speed, usually in meters per second.
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| 	float32 GetMotorSpeed() const;
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| 
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| 	/// Set the maximum motor force, usually in N.
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| 	void SetMaxMotorForce(float32 force);
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| 	float32 GetMaxMotorForce() const { return m_maxMotorForce; }
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| 
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| 	/// Get the current motor force given the inverse time step, usually in N.
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| 	float32 GetMotorForce(float32 inv_dt) const;
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| 
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| 	/// Dump to b2Log
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| 	void Dump() override;
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| 
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| protected:
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| 	friend class b2Joint;
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| 	friend class b2GearJoint;
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| 	b2PrismaticJoint(const b2PrismaticJointDef* def);
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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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| 	// Solver shared
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| 	b2Vec2 m_localAnchorA;
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| 	b2Vec2 m_localAnchorB;
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| 	b2Vec2 m_localXAxisA;
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| 	b2Vec2 m_localYAxisA;
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| 	float32 m_referenceAngle;
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| 	b2Vec3 m_impulse;
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| 	float32 m_motorImpulse;
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| 	float32 m_lowerTranslation;
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| 	float32 m_upperTranslation;
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| 	float32 m_maxMotorForce;
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| 	float32 m_motorSpeed;
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| 	bool m_enableLimit;
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| 	bool m_enableMotor;
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| 	b2LimitState m_limitState;
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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_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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| 	b2Vec2 m_axis, m_perp;
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| 	float32 m_s1, m_s2;
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| 	float32 m_a1, m_a2;
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| 	b2Mat33 m_K;
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| 	float32 m_motorMass;
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| };
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| 
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| inline float32 b2PrismaticJoint::GetMotorSpeed() const
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| {
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| 	return m_motorSpeed;
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| }
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| 
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| #endif
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