// 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_DISTANCE_JOINT_H #define B2_DISTANCE_JOINT_H #include "b2_api.h" #include "b2_joint.h" /// Distance joint definition. This requires defining an anchor point on both /// bodies and the non-zero distance of the distance joint. The definition uses /// local anchor points so that the initial configuration can violate the /// constraint slightly. This helps when saving and loading a game. struct B2_API b2DistanceJointDef : public b2JointDef { b2DistanceJointDef() { type = e_distanceJoint; localAnchorA.Set(0.0f, 0.0f); localAnchorB.Set(0.0f, 0.0f); length = 1.0f; minLength = 0.0f; maxLength = FLT_MAX; stiffness = 0.0f; damping = 0.0f; } /// Initialize the bodies, anchors, and rest length using world space anchors. /// The minimum and maximum lengths are set to the rest length. void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchorA, const b2Vec2& anchorB); /// The local anchor point relative to bodyA's origin. b2Vec2 localAnchorA; /// The local anchor point relative to bodyB's origin. b2Vec2 localAnchorB; /// The rest length of this joint. Clamped to a stable minimum value. float length; /// Minimum length. Clamped to a stable minimum value. float minLength; /// Maximum length. Must be greater than or equal to the minimum length. float maxLength; /// The linear stiffness in N/m. float stiffness; /// The linear damping in N*s/m. float damping; }; /// A distance joint constrains two points on two bodies to remain at a fixed /// distance from each other. You can view this as a massless, rigid rod. class B2_API b2DistanceJoint : public b2Joint { public: b2Vec2 GetAnchorA() const override; b2Vec2 GetAnchorB() const override; /// Get the reaction force given the inverse time step. /// Unit is N. b2Vec2 GetReactionForce(float inv_dt) const override; /// Get the reaction torque given the inverse time step. /// Unit is N*m. This is always zero for a distance joint. 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 rest length float GetLength() const { return m_length; } /// Set the rest length /// @returns clamped rest length float SetLength(float length); /// Get the minimum length float GetMinLength() const { return m_minLength; } /// Set the minimum length /// @returns the clamped minimum length float SetMinLength(float minLength); /// Get the maximum length float GetMaxLength() const { return m_maxLength; } /// Set the maximum length /// @returns the clamped maximum length float SetMaxLength(float maxLength); /// Get the current length float GetCurrentLength() 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; } /// Dump joint to dmLog void Dump() override; /// void Draw(b2Draw* draw) const override; protected: friend class b2Joint; b2DistanceJoint(const b2DistanceJointDef* data); 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; float m_length; float m_minLength; float m_maxLength; // Solver shared b2Vec2 m_localAnchorA; b2Vec2 m_localAnchorB; float m_gamma; float m_impulse; float m_lowerImpulse; float m_upperImpulse; // Solver temp int32 m_indexA; int32 m_indexB; b2Vec2 m_u; b2Vec2 m_rA; b2Vec2 m_rB; b2Vec2 m_localCenterA; b2Vec2 m_localCenterB; float m_currentLength; float m_invMassA; float m_invMassB; float m_invIA; float m_invIB; float m_softMass; float m_mass; }; #endif