127 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			127 lines
		
	
	
		
			3.7 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_WELD_JOINT_H
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| #define B2_WELD_JOINT_H
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| 
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| #include "Box2D/Dynamics/Joints/b2Joint.h"
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| 
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| /// Weld joint definition. You need to specify local anchor points
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| /// where they are attached and the relative body angle. The position
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| /// of the anchor points is important for computing the reaction torque.
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| struct b2WeldJointDef : public b2JointDef
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| {
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| 	b2WeldJointDef()
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| 	{
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| 		type = e_weldJoint;
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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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| 		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 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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| 	/// The mass-spring-damper frequency in Hertz. Rotation only.
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| 	/// Disable softness with a value of 0.
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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 weld joint essentially glues two bodies together. A weld joint may
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| /// distort somewhat because the island constraint solver is approximate.
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| class b2WeldJoint : 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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| 	/// Get the reference angle.
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| 	float32 GetReferenceAngle() const { return m_referenceAngle; }
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| 
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| 	/// Set/get frequency in Hz.
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| 	void SetFrequency(float32 hz) { m_frequencyHz = hz; }
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| 	float32 GetFrequency() const { return m_frequencyHz; }
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| 
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| 	/// Set/get damping ratio.
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| 	void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; }
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| 	float32 GetDampingRatio() const { return m_dampingRatio; }
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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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| 
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| 	b2WeldJoint(const b2WeldJointDef* 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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| 	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_referenceAngle;
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| 	float32 m_gamma;
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| 	b2Vec3 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_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;
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| };
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| 
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| #endif
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