// 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_WELD_JOINT_H #define B2_WELD_JOINT_H #include "b2_api.h" #include "b2_joint.h" /// Weld joint definition. You need to specify local anchor points /// where they are attached and the relative body angle. The position /// of the anchor points is important for computing the reaction torque. struct B2_API b2WeldJointDef : public b2JointDef { b2WeldJointDef() { type = e_weldJoint; localAnchorA.Set(0.0f, 0.0f); localAnchorB.Set(0.0f, 0.0f); referenceAngle = 0.0f; stiffness = 0.0f; damping = 0.0f; } /// Initialize the bodies, anchors, reference angle, stiffness, and damping. /// @param bodyA the first body connected by this joint /// @param bodyB the second body connected by this joint /// @param anchor the point of connection in world coordinates void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor); /// The local anchor point relative to bodyA's origin. b2Vec2 localAnchorA; /// The local anchor point relative to bodyB's origin. b2Vec2 localAnchorB; /// The bodyB angle minus bodyA angle in the reference state (radians). float referenceAngle; /// The rotational stiffness in N*m /// Disable softness with a value of 0 float stiffness; /// The rotational damping in N*m*s float damping; }; /// A weld joint essentially glues two bodies together. A weld joint may /// distort somewhat because the island constraint solver is approximate. class B2_API b2WeldJoint : public b2Joint { public: b2Vec2 GetAnchorA() const override; b2Vec2 GetAnchorB() const override; b2Vec2 GetReactionForce(float inv_dt) const override; float GetReactionTorque(float inv_dt) const override; /// The local anchor point relative to bodyA's origin. const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } /// The local anchor point relative to bodyB's origin. const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; } /// Get the reference angle. float GetReferenceAngle() const { return m_referenceAngle; } /// Set/get stiffness in N*m void SetStiffness(float hz) { m_stiffness = hz; } float GetStiffness() const { return m_stiffness; } /// Set/get damping in N*m*s void SetDamping(float damping) { m_damping = damping; } float GetDamping() const { return m_damping; } /// Dump to b2Log void Dump() override; protected: friend class b2Joint; b2WeldJoint(const b2WeldJointDef* def); void InitVelocityConstraints(const b2SolverData& data) override; void SolveVelocityConstraints(const b2SolverData& data) override; bool SolvePositionConstraints(const b2SolverData& data) override; float m_stiffness; float m_damping; float m_bias; // Solver shared b2Vec2 m_localAnchorA; b2Vec2 m_localAnchorB; float m_referenceAngle; float m_gamma; b2Vec3 m_impulse; // Solver temp int32 m_indexA; int32 m_indexB; b2Vec2 m_rA; b2Vec2 m_rB; b2Vec2 m_localCenterA; b2Vec2 m_localCenterB; float m_invMassA; float m_invMassB; float m_invIA; float m_invIB; b2Mat33 m_mass; }; #endif