// MIT License // Copyright (c) 2019 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #ifndef B2_MOUSE_JOINT_H #define B2_MOUSE_JOINT_H #include "b2_api.h" #include "b2_joint.h" /// Mouse joint definition. This requires a world target point, /// tuning parameters, and the time step. struct B2_API b2MouseJointDef : public b2JointDef { b2MouseJointDef() { type = e_mouseJoint; target.Set(0.0f, 0.0f); maxForce = 0.0f; stiffness = 0.0f; damping = 0.0f; } /// The initial world target point. This is assumed /// to coincide with the body anchor initially. b2Vec2 target; /// The maximum constraint force that can be exerted /// to move the candidate body. Usually you will express /// as some multiple of the weight (multiplier * mass * gravity). float maxForce; /// The linear stiffness in N/m float stiffness; /// The linear damping in N*s/m float damping; }; /// A mouse joint is used to make a point on a body track a /// specified world point. This a soft constraint with a maximum /// force. This allows the constraint to stretch and without /// applying huge forces. /// NOTE: this joint is not documented in the manual because it was /// developed to be used in the testbed. If you want to learn how to /// use the mouse joint, look at the testbed. class B2_API b2MouseJoint : public b2Joint { public: /// Implements b2Joint. b2Vec2 GetAnchorA() const override; /// Implements b2Joint. b2Vec2 GetAnchorB() const override; /// Implements b2Joint. b2Vec2 GetReactionForce(float inv_dt) const override; /// Implements b2Joint. float GetReactionTorque(float inv_dt) const override; /// Use this to update the target point. void SetTarget(const b2Vec2& target); const b2Vec2& GetTarget() const; /// Set/get the maximum force in Newtons. void SetMaxForce(float force); float GetMaxForce() const; /// Set/get the linear stiffness in N/m void SetStiffness(float stiffness) { m_stiffness = stiffness; } float GetStiffness() const { return m_stiffness; } /// Set/get linear damping in N*s/m void SetDamping(float damping) { m_damping = damping; } float GetDamping() const { return m_damping; } /// The mouse joint does not support dumping. void Dump() override { b2Log("Mouse joint dumping is not supported.\n"); } /// Implement b2Joint::ShiftOrigin void ShiftOrigin(const b2Vec2& newOrigin) override; protected: friend class b2Joint; b2MouseJoint(const b2MouseJointDef* def); void InitVelocityConstraints(const b2SolverData& data) override; void SolveVelocityConstraints(const b2SolverData& data) override; bool SolvePositionConstraints(const b2SolverData& data) override; b2Vec2 m_localAnchorB; b2Vec2 m_targetA; float m_stiffness; float m_damping; float m_beta; // Solver shared b2Vec2 m_impulse; float m_maxForce; float m_gamma; // Solver temp int32 m_indexA; int32 m_indexB; b2Vec2 m_rB; b2Vec2 m_localCenterB; float m_invMassB; float m_invIB; b2Mat22 m_mass; b2Vec2 m_C; }; #endif