mirror of https://github.com/axmolengine/axmol.git
205 lines
6.0 KiB
C++
205 lines
6.0 KiB
C++
/*
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_REVOLUTE_JOINT_H
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#define B2_REVOLUTE_JOINT_H
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#include <Box2D/Dynamics/Joints/b2Joint.h>
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/// Revolute joint definition. This requires defining an
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/// anchor point where the bodies are joined. The definition
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/// uses local anchor points so that the initial configuration
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/// can violate the constraint slightly. You also need to
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/// specify the initial relative angle for joint limits. This
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/// helps when saving and loading a game.
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/// The local anchor points are measured from the body's origin
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/// rather than the center of mass because:
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/// 1. you might not know where the center of mass will be.
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/// 2. if you add/remove shapes from a body and recompute the mass,
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/// the joints will be broken.
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struct b2RevoluteJointDef : public b2JointDef
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{
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b2RevoluteJointDef()
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{
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type = e_revoluteJoint;
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localAnchorA.Set(0.0f, 0.0f);
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localAnchorB.Set(0.0f, 0.0f);
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referenceAngle = 0.0f;
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lowerAngle = 0.0f;
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upperAngle = 0.0f;
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maxMotorTorque = 0.0f;
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motorSpeed = 0.0f;
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enableLimit = false;
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enableMotor = false;
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}
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/// Initialize the bodies, anchors, and reference angle using a world
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/// anchor point.
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void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
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/// The local anchor point relative to bodyA's origin.
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b2Vec2 localAnchorA;
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/// The local anchor point relative to bodyB's origin.
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b2Vec2 localAnchorB;
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/// The bodyB angle minus bodyA angle in the reference state (radians).
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float32 referenceAngle;
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/// A flag to enable joint limits.
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bool enableLimit;
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/// The lower angle for the joint limit (radians).
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float32 lowerAngle;
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/// The upper angle for the joint limit (radians).
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float32 upperAngle;
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/// A flag to enable the joint motor.
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bool enableMotor;
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/// The desired motor speed. Usually in radians per second.
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float32 motorSpeed;
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/// The maximum motor torque used to achieve the desired motor speed.
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/// Usually in N-m.
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float32 maxMotorTorque;
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};
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/// A revolute joint constrains two bodies to share a common point while they
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/// are free to rotate about the point. The relative rotation about the shared
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/// point is the joint angle. You can limit the relative rotation with
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/// a joint limit that specifies a lower and upper angle. You can use a motor
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/// to drive the relative rotation about the shared point. A maximum motor torque
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/// is provided so that infinite forces are not generated.
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class b2RevoluteJoint : public b2Joint
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{
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public:
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b2Vec2 GetAnchorA() const;
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b2Vec2 GetAnchorB() const;
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/// The local anchor point relative to bodyA's origin.
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const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
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/// The local anchor point relative to bodyB's origin.
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const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
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/// Get the reference angle.
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float32 GetReferenceAngle() const { return m_referenceAngle; }
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/// Get the current joint angle in radians.
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float32 GetJointAngle() const;
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/// Get the current joint angle speed in radians per second.
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float32 GetJointSpeed() const;
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/// Is the joint limit enabled?
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bool IsLimitEnabled() const;
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/// Enable/disable the joint limit.
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void EnableLimit(bool flag);
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/// Get the lower joint limit in radians.
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float32 GetLowerLimit() const;
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/// Get the upper joint limit in radians.
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float32 GetUpperLimit() const;
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/// Set the joint limits in radians.
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void SetLimits(float32 lower, float32 upper);
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/// Is the joint motor enabled?
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bool IsMotorEnabled() const;
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/// Enable/disable the joint motor.
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void EnableMotor(bool flag);
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/// Set the motor speed in radians per second.
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void SetMotorSpeed(float32 speed);
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/// Get the motor speed in radians per second.
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float32 GetMotorSpeed() const;
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/// Set the maximum motor torque, usually in N-m.
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void SetMaxMotorTorque(float32 torque);
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float32 GetMaxMotorTorque() const { return m_maxMotorTorque; }
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/// Get the reaction force given the inverse time step.
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/// Unit is N.
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b2Vec2 GetReactionForce(float32 inv_dt) const;
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/// Get the reaction torque due to the joint limit given the inverse time step.
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/// Unit is N*m.
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float32 GetReactionTorque(float32 inv_dt) const;
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/// Get the current motor torque given the inverse time step.
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/// Unit is N*m.
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float32 GetMotorTorque(float32 inv_dt) const;
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/// Dump to b2Log.
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void Dump();
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protected:
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friend class b2Joint;
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friend class b2GearJoint;
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b2RevoluteJoint(const b2RevoluteJointDef* def);
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void InitVelocityConstraints(const b2SolverData& data);
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void SolveVelocityConstraints(const b2SolverData& data);
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bool SolvePositionConstraints(const b2SolverData& data);
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// Solver shared
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b2Vec2 m_localAnchorA;
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b2Vec2 m_localAnchorB;
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b2Vec3 m_impulse;
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float32 m_motorImpulse;
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bool m_enableMotor;
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float32 m_maxMotorTorque;
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float32 m_motorSpeed;
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bool m_enableLimit;
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float32 m_referenceAngle;
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float32 m_lowerAngle;
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float32 m_upperAngle;
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// Solver temp
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int32 m_indexA;
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int32 m_indexB;
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b2Vec2 m_rA;
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b2Vec2 m_rB;
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b2Vec2 m_localCenterA;
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b2Vec2 m_localCenterB;
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float32 m_invMassA;
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float32 m_invMassB;
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float32 m_invIA;
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float32 m_invIB;
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b2Mat33 m_mass; // effective mass for point-to-point constraint.
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float32 m_motorMass; // effective mass for motor/limit angular constraint.
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b2LimitState m_limitState;
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};
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inline float32 b2RevoluteJoint::GetMotorSpeed() const
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{
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return m_motorSpeed;
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}
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#endif
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