mirror of https://github.com/axmolengine/axmol.git
206 lines
6.1 KiB
C++
206 lines
6.1 KiB
C++
// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#ifndef B2_PRISMATIC_JOINT_H
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#define B2_PRISMATIC_JOINT_H
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#include "b2_api.h"
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#include "b2_joint.h"
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/// Prismatic joint definition. This requires defining a line of
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/// motion using an axis and an anchor point. The definition uses local
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/// anchor points and a local axis so that the initial configuration
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/// can violate the constraint slightly. The joint translation is zero
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/// when the local anchor points coincide in world space. Using local
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/// anchors and a local axis helps when saving and loading a game.
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struct B2_API b2PrismaticJointDef : public b2JointDef
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{
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b2PrismaticJointDef()
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{
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type = e_prismaticJoint;
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localAnchorA.SetZero();
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localAnchorB.SetZero();
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localAxisA.Set(1.0f, 0.0f);
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referenceAngle = 0.0f;
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enableLimit = false;
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lowerTranslation = 0.0f;
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upperTranslation = 0.0f;
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enableMotor = false;
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maxMotorForce = 0.0f;
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motorSpeed = 0.0f;
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}
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/// Initialize the bodies, anchors, axis, and reference angle using the world
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/// anchor and unit world axis.
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void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
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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 local translation unit axis in bodyA.
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b2Vec2 localAxisA;
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/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
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float referenceAngle;
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/// Enable/disable the joint limit.
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bool enableLimit;
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/// The lower translation limit, usually in meters.
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float lowerTranslation;
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/// The upper translation limit, usually in meters.
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float upperTranslation;
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/// Enable/disable the joint motor.
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bool enableMotor;
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/// The maximum motor torque, usually in N-m.
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float maxMotorForce;
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/// The desired motor speed in radians per second.
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float motorSpeed;
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};
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/// A prismatic joint. This joint provides one degree of freedom: translation
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/// along an axis fixed in bodyA. Relative rotation is prevented. You can
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/// use a joint limit to restrict the range of motion and a joint motor to
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/// drive the motion or to model joint friction.
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class B2_API b2PrismaticJoint : public b2Joint
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{
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public:
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b2Vec2 GetAnchorA() const override;
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b2Vec2 GetAnchorB() const override;
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b2Vec2 GetReactionForce(float inv_dt) const override;
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float GetReactionTorque(float inv_dt) const override;
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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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/// The local joint axis relative to bodyA.
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const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
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/// Get the reference angle.
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float GetReferenceAngle() const { return m_referenceAngle; }
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/// Get the current joint translation, usually in meters.
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float GetJointTranslation() const;
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/// Get the current joint translation speed, usually in meters per second.
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float 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, usually in meters.
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float GetLowerLimit() const;
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/// Get the upper joint limit, usually in meters.
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float GetUpperLimit() const;
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/// Set the joint limits, usually in meters.
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void SetLimits(float lower, float 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, usually in meters per second.
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void SetMotorSpeed(float speed);
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/// Get the motor speed, usually in meters per second.
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float GetMotorSpeed() const;
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/// Set the maximum motor force, usually in N.
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void SetMaxMotorForce(float force);
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float GetMaxMotorForce() const { return m_maxMotorForce; }
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/// Get the current motor force given the inverse time step, usually in N.
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float GetMotorForce(float inv_dt) const;
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/// Dump to b2Log
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void Dump() override;
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///
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void Draw(b2Draw* draw) const override;
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protected:
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friend class b2Joint;
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friend class b2GearJoint;
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b2PrismaticJoint(const b2PrismaticJointDef* def);
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void InitVelocityConstraints(const b2SolverData& data) override;
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void SolveVelocityConstraints(const b2SolverData& data) override;
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bool SolvePositionConstraints(const b2SolverData& data) override;
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b2Vec2 m_localAnchorA;
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b2Vec2 m_localAnchorB;
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b2Vec2 m_localXAxisA;
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b2Vec2 m_localYAxisA;
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float m_referenceAngle;
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b2Vec2 m_impulse;
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float m_motorImpulse;
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float m_lowerImpulse;
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float m_upperImpulse;
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float m_lowerTranslation;
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float m_upperTranslation;
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float m_maxMotorForce;
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float m_motorSpeed;
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bool m_enableLimit;
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bool m_enableMotor;
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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_localCenterA;
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b2Vec2 m_localCenterB;
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float m_invMassA;
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float m_invMassB;
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float m_invIA;
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float m_invIB;
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b2Vec2 m_axis, m_perp;
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float m_s1, m_s2;
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float m_a1, m_a2;
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b2Mat22 m_K;
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float m_translation;
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float m_axialMass;
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};
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inline float b2PrismaticJoint::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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