/* * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org * * 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_PULLEY_JOINT_H #define B2_PULLEY_JOINT_H #include const float32 b2_minPulleyLength = 2.0f; /// Pulley joint definition. This requires two ground anchors, /// two dynamic body anchor points, and a pulley ratio. struct b2PulleyJointDef : public b2JointDef { b2PulleyJointDef() { type = e_pulleyJoint; groundAnchorA.Set(-1.0f, 1.0f); groundAnchorB.Set(1.0f, 1.0f); localAnchorA.Set(-1.0f, 0.0f); localAnchorB.Set(1.0f, 0.0f); lengthA = 0.0f; lengthB = 0.0f; ratio = 1.0f; collideConnected = true; } /// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB, const b2Vec2& anchorA, const b2Vec2& anchorB, float32 ratio); /// The first ground anchor in world coordinates. This point never moves. b2Vec2 groundAnchorA; /// The second ground anchor in world coordinates. This point never moves. b2Vec2 groundAnchorB; /// The local anchor point relative to bodyA's origin. b2Vec2 localAnchorA; /// The local anchor point relative to bodyB's origin. b2Vec2 localAnchorB; /// The a reference length for the segment attached to bodyA. float32 lengthA; /// The a reference length for the segment attached to bodyB. float32 lengthB; /// The pulley ratio, used to simulate a block-and-tackle. float32 ratio; }; /// The pulley joint is connected to two bodies and two fixed ground points. /// The pulley supports a ratio such that: /// length1 + ratio * length2 <= constant /// Yes, the force transmitted is scaled by the ratio. /// Warning: the pulley joint can get a bit squirrelly by itself. They often /// work better when combined with prismatic joints. You should also cover the /// the anchor points with static shapes to prevent one side from going to /// zero length. class b2PulleyJoint : public b2Joint { public: b2Vec2 GetAnchorA() const; b2Vec2 GetAnchorB() const; b2Vec2 GetReactionForce(float32 inv_dt) const; float32 GetReactionTorque(float32 inv_dt) const; /// Get the first ground anchor. b2Vec2 GetGroundAnchorA() const; /// Get the second ground anchor. b2Vec2 GetGroundAnchorB() const; /// Get the current length of the segment attached to bodyA. float32 GetLengthA() const; /// Get the current length of the segment attached to bodyB. float32 GetLengthB() const; /// Get the pulley ratio. float32 GetRatio() const; /// Dump joint to dmLog void Dump(); protected: friend class b2Joint; b2PulleyJoint(const b2PulleyJointDef* data); void InitVelocityConstraints(const b2SolverData& data); void SolveVelocityConstraints(const b2SolverData& data); bool SolvePositionConstraints(const b2SolverData& data); b2Vec2 m_groundAnchorA; b2Vec2 m_groundAnchorB; float32 m_lengthA; float32 m_lengthB; // Solver shared b2Vec2 m_localAnchorA; b2Vec2 m_localAnchorB; float32 m_constant; float32 m_ratio; float32 m_impulse; // Solver temp int32 m_indexA; int32 m_indexB; b2Vec2 m_uA; b2Vec2 m_uB; b2Vec2 m_rA; b2Vec2 m_rB; b2Vec2 m_localCenterA; b2Vec2 m_localCenterB; float32 m_invMassA; float32 m_invMassB; float32 m_invIA; float32 m_invIB; float32 m_mass; }; #endif