/* * 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_GEAR_JOINT_H #define B2_GEAR_JOINT_H #include class b2RevoluteJoint; class b2PrismaticJoint; /// Gear joint definition. This definition requires two existing /// revolute or prismatic joints (any combination will work). /// The provided joints must attach a dynamic body to a static body. struct b2GearJointDef : public b2JointDef { b2GearJointDef() { type = e_gearJoint; joint1 = NULL; joint2 = NULL; ratio = 1.0f; } /// The first revolute/prismatic joint attached to the gear joint. b2Joint* joint1; /// The second revolute/prismatic joint attached to the gear joint. b2Joint* joint2; /// The gear ratio. /// @see b2GearJoint for explanation. float32 ratio; }; /// A gear joint is used to connect two joints together. Either joint /// can be a revolute or prismatic joint. You specify a gear ratio /// to bind the motions together: /// coordinate1 + ratio * coordinate2 = constant /// The ratio can be negative or positive. If one joint is a revolute joint /// and the other joint is a prismatic joint, then the ratio will have units /// of length or units of 1/length. /// @warning The revolute and prismatic joints must be attached to /// fixed bodies (which must be body1 on those joints). class b2GearJoint : public b2Joint { public: b2Vec2 GetAnchorA() const; b2Vec2 GetAnchorB() const; b2Vec2 GetReactionForce(float32 inv_dt) const; float32 GetReactionTorque(float32 inv_dt) const; /// Set/Get the gear ratio. void SetRatio(float32 ratio); float32 GetRatio() const; protected: friend class b2Joint; b2GearJoint(const b2GearJointDef* data); void InitVelocityConstraints(const b2TimeStep& step); void SolveVelocityConstraints(const b2TimeStep& step); bool SolvePositionConstraints(float32 baumgarte); b2Body* m_ground1; b2Body* m_ground2; // One of these is NULL. b2RevoluteJoint* m_revolute1; b2PrismaticJoint* m_prismatic1; // One of these is NULL. b2RevoluteJoint* m_revolute2; b2PrismaticJoint* m_prismatic2; b2Vec2 m_groundAnchor1; b2Vec2 m_groundAnchor2; b2Vec2 m_localAnchor1; b2Vec2 m_localAnchor2; b2Jacobian m_J; float32 m_constant; float32 m_ratio; // Effective mass float32 m_mass; // Impulse for accumulation/warm starting. float32 m_impulse; }; #endif