mirror of https://github.com/axmolengine/axmol.git
212 lines
6.2 KiB
C
212 lines
6.2 KiB
C
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#ifndef B2_REVOLUTE_JOINT_H
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#define B2_REVOLUTE_JOINT_H
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#include "b2_api.h"
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#include "b2_joint.h"
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/// Revolute joint definition. This requires defining an anchor point where the
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/// bodies are joined. The definition uses local anchor points so that the
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/// initial configuration can violate the constraint slightly. You also need to
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/// specify the initial relative angle for joint limits. This helps when saving
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/// 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 B2_API 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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/// 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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/// The local anchor point relative to bodyA's origin.
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b2Vec2 localAnchorA;
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/// The local anchor point relative to bodyB's origin.
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b2Vec2 localAnchorB;
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/// The bodyB angle minus bodyA angle in the reference state (radians).
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float referenceAngle;
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/// A flag to enable joint limits.
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bool enableLimit;
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/// The lower angle for the joint limit (radians).
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float lowerAngle;
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/// The upper angle for the joint limit (radians).
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float upperAngle;
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/// A flag to enable the joint motor.
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bool enableMotor;
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/// The desired motor speed. Usually in radians per second.
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float motorSpeed;
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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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float maxMotorTorque;
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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 B2_API 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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/// The local anchor point relative to bodyA's origin.
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const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
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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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/// Get the reference angle.
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float GetReferenceAngle() const { return m_referenceAngle; }
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/// Get the current joint angle in radians.
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float GetJointAngle() const;
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/// Get the current joint angle speed in radians per second.
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float GetJointSpeed() const;
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/// Is the joint limit enabled?
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bool IsLimitEnabled() const;
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/// Enable/disable the joint limit.
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void EnableLimit(bool flag);
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/// Get the lower joint limit in radians.
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float GetLowerLimit() const;
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/// Get the upper joint limit in radians.
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float GetUpperLimit() const;
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/// Set the joint limits in radians.
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void SetLimits(float lower, float upper);
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/// Is the joint motor enabled?
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bool IsMotorEnabled() const;
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/// Enable/disable the joint motor.
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void EnableMotor(bool flag);
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/// Set the motor speed in radians per second.
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void SetMotorSpeed(float speed);
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/// Get the motor speed in radians per second.
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float GetMotorSpeed() const;
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/// Set the maximum motor torque, usually in N-m.
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void SetMaxMotorTorque(float torque);
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float GetMaxMotorTorque() const { return m_maxMotorTorque; }
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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(float inv_dt) const override;
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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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float GetReactionTorque(float inv_dt) const override;
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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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float GetMotorTorque(float inv_dt) const;
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/// Dump to b2Log.
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void Dump() override;
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///
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void Draw(b2Draw* draw) const override;
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protected:
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friend class b2Joint;
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friend class b2GearJoint;
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b2RevoluteJoint(const b2RevoluteJointDef* def);
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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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// Solver shared
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b2Vec2 m_localAnchorA;
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b2Vec2 m_localAnchorB;
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b2Vec2 m_impulse;
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float m_motorImpulse;
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float m_lowerImpulse;
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float m_upperImpulse;
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bool m_enableMotor;
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float m_maxMotorTorque;
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float m_motorSpeed;
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bool m_enableLimit;
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float m_referenceAngle;
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float m_lowerAngle;
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float m_upperAngle;
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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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float m_invMassA;
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float m_invMassB;
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float m_invIA;
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float m_invIB;
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b2Mat22 m_K;
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float m_angle;
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float m_axialMass;
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};
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inline float b2RevoluteJoint::GetMotorSpeed() const
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{
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return m_motorSpeed;
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}
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#endif
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