mirror of https://github.com/axmolengine/axmol.git
227 lines
5.6 KiB
C
227 lines
5.6 KiB
C
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/*
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* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
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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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#ifndef B2_JOINT_H
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#define B2_JOINT_H
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#include <Box2D/Common/b2Math.h>
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class b2Body;
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class b2Joint;
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struct b2TimeStep;
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class b2BlockAllocator;
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enum b2JointType
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{
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e_unknownJoint,
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e_revoluteJoint,
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e_prismaticJoint,
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e_distanceJoint,
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e_pulleyJoint,
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e_mouseJoint,
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e_gearJoint,
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e_lineJoint,
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e_weldJoint,
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e_frictionJoint,
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};
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enum b2LimitState
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{
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e_inactiveLimit,
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e_atLowerLimit,
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e_atUpperLimit,
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e_equalLimits
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};
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struct b2Jacobian
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{
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b2Vec2 linearA;
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float32 angularA;
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b2Vec2 linearB;
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float32 angularB;
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void SetZero();
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void Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2);
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float32 Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2);
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};
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/// A joint edge is used to connect bodies and joints together
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/// in a joint graph where each body is a node and each joint
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/// is an edge. A joint edge belongs to a doubly linked list
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/// maintained in each attached body. Each joint has two joint
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/// nodes, one for each attached body.
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struct b2JointEdge
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{
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b2Body* other; ///< provides quick access to the other body attached.
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b2Joint* joint; ///< the joint
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b2JointEdge* prev; ///< the previous joint edge in the body's joint list
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b2JointEdge* next; ///< the next joint edge in the body's joint list
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};
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/// Joint definitions are used to construct joints.
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struct b2JointDef
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{
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b2JointDef()
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{
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type = e_unknownJoint;
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userData = NULL;
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bodyA = NULL;
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bodyB = NULL;
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collideConnected = false;
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}
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/// The joint type is set automatically for concrete joint types.
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b2JointType type;
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/// Use this to attach application specific data to your joints.
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void* userData;
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/// The first attached body.
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b2Body* bodyA;
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/// The second attached body.
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b2Body* bodyB;
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/// Set this flag to true if the attached bodies should collide.
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bool collideConnected;
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};
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/// The base joint class. Joints are used to constraint two bodies together in
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/// various fashions. Some joints also feature limits and motors.
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class b2Joint
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{
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public:
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/// Get the type of the concrete joint.
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b2JointType GetType() const;
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/// Get the first body attached to this joint.
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b2Body* GetBodyA();
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/// Get the second body attached to this joint.
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b2Body* GetBodyB();
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/// Get the anchor point on bodyA in world coordinates.
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virtual b2Vec2 GetAnchorA() const = 0;
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/// Get the anchor point on bodyB in world coordinates.
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virtual b2Vec2 GetAnchorB() const = 0;
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/// Get the reaction force on body2 at the joint anchor in Newtons.
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virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
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/// Get the reaction torque on body2 in N*m.
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virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
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/// Get the next joint the world joint list.
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b2Joint* GetNext();
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/// Get the user data pointer.
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void* GetUserData() const;
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/// Set the user data pointer.
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void SetUserData(void* data);
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/// Short-cut function to determine if either body is inactive.
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bool IsActive() const;
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protected:
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friend class b2World;
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friend class b2Body;
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friend class b2Island;
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static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
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static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
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b2Joint(const b2JointDef* def);
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virtual ~b2Joint() {}
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virtual void InitVelocityConstraints(const b2TimeStep& step) = 0;
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virtual void SolveVelocityConstraints(const b2TimeStep& step) = 0;
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// This returns true if the position errors are within tolerance.
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virtual bool SolvePositionConstraints(float32 baumgarte) = 0;
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b2JointType m_type;
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b2Joint* m_prev;
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b2Joint* m_next;
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b2JointEdge m_edgeA;
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b2JointEdge m_edgeB;
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b2Body* m_bodyA;
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b2Body* m_bodyB;
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bool m_islandFlag;
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bool m_collideConnected;
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void* m_userData;
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// Cache here per time step to reduce cache misses.
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b2Vec2 m_localCenterA, m_localCenterB;
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float32 m_invMassA, m_invIA;
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float32 m_invMassB, m_invIB;
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};
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inline void b2Jacobian::SetZero()
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{
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linearA.SetZero(); angularA = 0.0f;
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linearB.SetZero(); angularB = 0.0f;
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}
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inline void b2Jacobian::Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2)
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{
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linearA = x1; angularA = a1;
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linearB = x2; angularB = a2;
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}
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inline float32 b2Jacobian::Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2)
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{
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return b2Dot(linearA, x1) + angularA * a1 + b2Dot(linearB, x2) + angularB * a2;
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}
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inline b2JointType b2Joint::GetType() const
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{
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return m_type;
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}
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inline b2Body* b2Joint::GetBodyA()
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{
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return m_bodyA;
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}
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inline b2Body* b2Joint::GetBodyB()
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{
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return m_bodyB;
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}
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inline b2Joint* b2Joint::GetNext()
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{
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return m_next;
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}
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inline void* b2Joint::GetUserData() const
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{
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return m_userData;
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}
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inline void b2Joint::SetUserData(void* data)
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{
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m_userData = data;
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}
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#endif
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