205 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			205 lines
		
	
	
		
			6.1 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_REVOLUTE_JOINT_H
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| #define B2_REVOLUTE_JOINT_H
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| 
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| #include "Box2D/Dynamics/Joints/b2Joint.h"
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| 
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| /// Revolute joint definition. This requires defining an
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| /// anchor point where the bodies are joined. The definition
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| /// uses local anchor points so that the initial configuration
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| /// can violate the constraint slightly. You also need to
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| /// specify the initial relative angle for joint limits. This
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| /// helps when saving and loading a game.
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| /// The local anchor points are measured from the body's origin
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| /// rather than the center of mass because:
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| /// 1. you might not know where the center of mass will be.
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| /// 2. if you add/remove shapes from a body and recompute the mass,
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| ///    the joints will be broken.
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| struct b2RevoluteJointDef : public b2JointDef
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| {
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| 	b2RevoluteJointDef()
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| 	{
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| 		type = e_revoluteJoint;
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| 		localAnchorA.Set(0.0f, 0.0f);
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| 		localAnchorB.Set(0.0f, 0.0f);
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| 		referenceAngle = 0.0f;
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| 		lowerAngle = 0.0f;
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| 		upperAngle = 0.0f;
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| 		maxMotorTorque = 0.0f;
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| 		motorSpeed = 0.0f;
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| 		enableLimit = false;
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| 		enableMotor = false;
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| 	}
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| 
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| 	/// Initialize the bodies, anchors, and reference angle using a world
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| 	/// anchor point.
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| 	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
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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 bodyB angle minus bodyA angle in the reference state (radians).
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| 	float32 referenceAngle;
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| 
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| 	/// A flag to enable joint limits.
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| 	bool enableLimit;
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| 
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| 	/// The lower angle for the joint limit (radians).
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| 	float32 lowerAngle;
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| 
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| 	/// The upper angle for the joint limit (radians).
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| 	float32 upperAngle;
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| 
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| 	/// A flag to enable the joint motor.
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| 	bool enableMotor;
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| 
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| 	/// The desired motor speed. Usually in radians per second.
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| 	float32 motorSpeed;
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| 
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| 	/// The maximum motor torque used to achieve the desired motor speed.
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| 	/// Usually in N-m.
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| 	float32 maxMotorTorque;
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| };
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| 
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| /// A revolute joint constrains two bodies to share a common point while they
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| /// are free to rotate about the point. The relative rotation about the shared
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| /// point is the joint angle. You can limit the relative rotation with
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| /// a joint limit that specifies a lower and upper angle. You can use a motor
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| /// to drive the relative rotation about the shared point. A maximum motor torque
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| /// is provided so that infinite forces are not generated.
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| class b2RevoluteJoint : 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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| 	/// 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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| 	/// 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 angle in radians.
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| 	float32 GetJointAngle() const;
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| 
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| 	/// Get the current joint angle speed in radians 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 in radians.
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| 	float32 GetLowerLimit() const;
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| 
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| 	/// Get the upper joint limit in radians.
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| 	float32 GetUpperLimit() const;
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| 
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| 	/// Set the joint limits in radians.
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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 in radians per second.
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| 	void SetMotorSpeed(float32 speed);
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| 
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| 	/// Get the motor speed in radians per second.
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| 	float32 GetMotorSpeed() const;
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| 
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| 	/// Set the maximum motor torque, usually in N-m.
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| 	void SetMaxMotorTorque(float32 torque);
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| 	float32 GetMaxMotorTorque() const { return m_maxMotorTorque; }
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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 due to the joint limit given the inverse time step.
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| 	/// Unit is N*m.
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| 	float32 GetReactionTorque(float32 inv_dt) const override;
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| 
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| 	/// Get the current motor torque given the inverse time step.
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| 	/// Unit is N*m.
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| 	float32 GetMotorTorque(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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| 	
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| 	friend class b2Joint;
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| 	friend class b2GearJoint;
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| 
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| 	b2RevoluteJoint(const b2RevoluteJointDef* 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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| 	b2Vec3 m_impulse;
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| 	float32 m_motorImpulse;
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| 
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| 	bool m_enableMotor;
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| 	float32 m_maxMotorTorque;
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| 	float32 m_motorSpeed;
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| 
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| 	bool m_enableLimit;
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| 	float32 m_referenceAngle;
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| 	float32 m_lowerAngle;
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| 	float32 m_upperAngle;
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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_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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| 	b2Mat33 m_mass;			// effective mass for point-to-point constraint.
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| 	float32 m_motorMass;	// effective mass for motor/limit angular constraint.
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| 	b2LimitState m_limitState;
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| };
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| 
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| inline float32 b2RevoluteJoint::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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