115 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			115 lines
		
	
	
		
			3.4 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_ROPE_JOINT_H
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| #define B2_ROPE_JOINT_H
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| 
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| #include "Box2D/Dynamics/Joints/b2Joint.h"
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| 
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| /// Rope joint definition. This requires two body anchor points and
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| /// a maximum lengths.
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| /// Note: by default the connected objects will not collide.
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| /// see collideConnected in b2JointDef.
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| struct b2RopeJointDef : public b2JointDef
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| {
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| 	b2RopeJointDef()
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| 	{
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| 		type = e_ropeJoint;
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| 		localAnchorA.Set(-1.0f, 0.0f);
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| 		localAnchorB.Set(1.0f, 0.0f);
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| 		maxLength = 0.0f;
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| 	}
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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 maximum length of the rope.
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| 	/// Warning: this must be larger than b2_linearSlop or
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| 	/// the joint will have no effect.
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| 	float32 maxLength;
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| };
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| 
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| /// A rope joint enforces a maximum distance between two points
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| /// on two bodies. It has no other effect.
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| /// Warning: if you attempt to change the maximum length during
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| /// the simulation you will get some non-physical behavior.
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| /// A model that would allow you to dynamically modify the length
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| /// would have some sponginess, so I chose not to implement it
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| /// that way. See b2DistanceJoint if you want to dynamically
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| /// control length.
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| class b2RopeJoint : 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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| 	/// Set/Get the maximum length of the rope.
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| 	void SetMaxLength(float32 length) { m_maxLength = length; }
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| 	float32 GetMaxLength() const;
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| 
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| 	b2LimitState GetLimitState() 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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| 	b2RopeJoint(const b2RopeJointDef* 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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| 	// Solver shared
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| 	b2Vec2 m_localAnchorA;
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| 	b2Vec2 m_localAnchorB;
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| 	float32 m_maxLength;
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| 	float32 m_length;
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| 	float32 m_impulse;
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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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| 	b2LimitState m_state;
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| };
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| 
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| #endif
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