/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #ifndef B2_JOINT_H #define B2_JOINT_H #include class b2Body; class b2Joint; struct b2TimeStep; class b2BlockAllocator; enum b2JointType { e_unknownJoint, e_revoluteJoint, e_prismaticJoint, e_distanceJoint, e_pulleyJoint, e_mouseJoint, e_gearJoint, e_lineJoint, e_weldJoint, e_frictionJoint, }; enum b2LimitState { e_inactiveLimit, e_atLowerLimit, e_atUpperLimit, e_equalLimits }; struct b2Jacobian { b2Vec2 linearA; float32 angularA; b2Vec2 linearB; float32 angularB; void SetZero(); void Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2); float32 Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2); }; /// A joint edge is used to connect bodies and joints together /// in a joint graph where each body is a node and each joint /// is an edge. A joint edge belongs to a doubly linked list /// maintained in each attached body. Each joint has two joint /// nodes, one for each attached body. struct b2JointEdge { b2Body* other; ///< provides quick access to the other body attached. b2Joint* joint; ///< the joint b2JointEdge* prev; ///< the previous joint edge in the body's joint list b2JointEdge* next; ///< the next joint edge in the body's joint list }; /// Joint definitions are used to construct joints. struct b2JointDef { b2JointDef() { type = e_unknownJoint; userData = NULL; bodyA = NULL; bodyB = NULL; collideConnected = false; } /// The joint type is set automatically for concrete joint types. b2JointType type; /// Use this to attach application specific data to your joints. void* userData; /// The first attached body. b2Body* bodyA; /// The second attached body. b2Body* bodyB; /// Set this flag to true if the attached bodies should collide. bool collideConnected; }; /// The base joint class. Joints are used to constraint two bodies together in /// various fashions. Some joints also feature limits and motors. class b2Joint { public: /// Get the type of the concrete joint. b2JointType GetType() const; /// Get the first body attached to this joint. b2Body* GetBodyA(); /// Get the second body attached to this joint. b2Body* GetBodyB(); /// Get the anchor point on bodyA in world coordinates. virtual b2Vec2 GetAnchorA() const = 0; /// Get the anchor point on bodyB in world coordinates. virtual b2Vec2 GetAnchorB() const = 0; /// Get the reaction force on body2 at the joint anchor in Newtons. virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0; /// Get the reaction torque on body2 in N*m. virtual float32 GetReactionTorque(float32 inv_dt) const = 0; /// Get the next joint the world joint list. b2Joint* GetNext(); /// Get the user data pointer. void* GetUserData() const; /// Set the user data pointer. void SetUserData(void* data); /// Short-cut function to determine if either body is inactive. bool IsActive() const; protected: friend class b2World; friend class b2Body; friend class b2Island; static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator); static void Destroy(b2Joint* joint, b2BlockAllocator* allocator); b2Joint(const b2JointDef* def); virtual ~b2Joint() {} virtual void InitVelocityConstraints(const b2TimeStep& step) = 0; virtual void SolveVelocityConstraints(const b2TimeStep& step) = 0; // This returns true if the position errors are within tolerance. virtual bool SolvePositionConstraints(float32 baumgarte) = 0; b2JointType m_type; b2Joint* m_prev; b2Joint* m_next; b2JointEdge m_edgeA; b2JointEdge m_edgeB; b2Body* m_bodyA; b2Body* m_bodyB; bool m_islandFlag; bool m_collideConnected; void* m_userData; // Cache here per time step to reduce cache misses. b2Vec2 m_localCenterA, m_localCenterB; float32 m_invMassA, m_invIA; float32 m_invMassB, m_invIB; }; inline void b2Jacobian::SetZero() { linearA.SetZero(); angularA = 0.0f; linearB.SetZero(); angularB = 0.0f; } inline void b2Jacobian::Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2) { linearA = x1; angularA = a1; linearB = x2; angularB = a2; } inline float32 b2Jacobian::Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2) { return b2Dot(linearA, x1) + angularA * a1 + b2Dot(linearB, x2) + angularB * a2; } inline b2JointType b2Joint::GetType() const { return m_type; } inline b2Body* b2Joint::GetBodyA() { return m_bodyA; } inline b2Body* b2Joint::GetBodyB() { return m_bodyB; } inline b2Joint* b2Joint::GetNext() { return m_next; } inline void* b2Joint::GetUserData() const { return m_userData; } inline void b2Joint::SetUserData(void* data) { m_userData = data; } #endif