mirror of https://github.com/axmolengine/axmol.git
171 lines
5.0 KiB
C++
171 lines
5.0 KiB
C++
/*
|
|
* 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_LINE_JOINT_H
|
|
#define B2_LINE_JOINT_H
|
|
|
|
#include <Box2D/Dynamics/Joints/b2Joint.h>
|
|
|
|
/// Line joint definition. This requires defining a line of
|
|
/// motion using an axis and an anchor point. The definition uses local
|
|
/// anchor points and a local axis so that the initial configuration
|
|
/// can violate the constraint slightly. The joint translation is zero
|
|
/// when the local anchor points coincide in world space. Using local
|
|
/// anchors and a local axis helps when saving and loading a game.
|
|
struct b2LineJointDef : public b2JointDef
|
|
{
|
|
b2LineJointDef()
|
|
{
|
|
type = e_lineJoint;
|
|
localAnchorA.SetZero();
|
|
localAnchorB.SetZero();
|
|
localAxisA.Set(1.0f, 0.0f);
|
|
enableLimit = false;
|
|
lowerTranslation = 0.0f;
|
|
upperTranslation = 0.0f;
|
|
enableMotor = false;
|
|
maxMotorForce = 0.0f;
|
|
motorSpeed = 0.0f;
|
|
}
|
|
|
|
/// Initialize the bodies, anchors, axis, and reference angle using the world
|
|
/// anchor and world axis.
|
|
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
|
|
|
|
/// The local anchor point relative to body1's origin.
|
|
b2Vec2 localAnchorA;
|
|
|
|
/// The local anchor point relative to body2's origin.
|
|
b2Vec2 localAnchorB;
|
|
|
|
/// The local translation axis in body1.
|
|
b2Vec2 localAxisA;
|
|
|
|
/// Enable/disable the joint limit.
|
|
bool enableLimit;
|
|
|
|
/// The lower translation limit, usually in meters.
|
|
float32 lowerTranslation;
|
|
|
|
/// The upper translation limit, usually in meters.
|
|
float32 upperTranslation;
|
|
|
|
/// Enable/disable the joint motor.
|
|
bool enableMotor;
|
|
|
|
/// The maximum motor torque, usually in N-m.
|
|
float32 maxMotorForce;
|
|
|
|
/// The desired motor speed in radians per second.
|
|
float32 motorSpeed;
|
|
};
|
|
|
|
/// A line joint. This joint provides two degrees of freedom: translation
|
|
/// along an axis fixed in body1 and rotation in the plane. You can use a
|
|
/// joint limit to restrict the range of motion and a joint motor to drive
|
|
/// the motion or to model joint friction.
|
|
class b2LineJoint : public b2Joint
|
|
{
|
|
public:
|
|
b2Vec2 GetAnchorA() const;
|
|
b2Vec2 GetAnchorB() const;
|
|
|
|
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
|
float32 GetReactionTorque(float32 inv_dt) const;
|
|
|
|
/// Get the current joint translation, usually in meters.
|
|
float32 GetJointTranslation() const;
|
|
|
|
/// Get the current joint translation speed, usually in meters per second.
|
|
float32 GetJointSpeed() const;
|
|
|
|
/// Is the joint limit enabled?
|
|
bool IsLimitEnabled() const;
|
|
|
|
/// Enable/disable the joint limit.
|
|
void EnableLimit(bool flag);
|
|
|
|
/// Get the lower joint limit, usually in meters.
|
|
float32 GetLowerLimit() const;
|
|
|
|
/// Get the upper joint limit, usually in meters.
|
|
float32 GetUpperLimit() const;
|
|
|
|
/// Set the joint limits, usually in meters.
|
|
void SetLimits(float32 lower, float32 upper);
|
|
|
|
/// Is the joint motor enabled?
|
|
bool IsMotorEnabled() const;
|
|
|
|
/// Enable/disable the joint motor.
|
|
void EnableMotor(bool flag);
|
|
|
|
/// Set the motor speed, usually in meters per second.
|
|
void SetMotorSpeed(float32 speed);
|
|
|
|
/// Get the motor speed, usually in meters per second.
|
|
float32 GetMotorSpeed() const;
|
|
|
|
/// Set/Get the maximum motor force, usually in N.
|
|
void SetMaxMotorForce(float32 force);
|
|
float32 GetMaxMotorForce() const;
|
|
|
|
/// Get the current motor force, usually in N.
|
|
float32 GetMotorForce() const;
|
|
|
|
protected:
|
|
|
|
friend class b2Joint;
|
|
b2LineJoint(const b2LineJointDef* def);
|
|
|
|
void InitVelocityConstraints(const b2TimeStep& step);
|
|
void SolveVelocityConstraints(const b2TimeStep& step);
|
|
bool SolvePositionConstraints(float32 baumgarte);
|
|
|
|
b2Vec2 m_localAnchor1;
|
|
b2Vec2 m_localAnchor2;
|
|
b2Vec2 m_localXAxis1;
|
|
b2Vec2 m_localYAxis1;
|
|
|
|
b2Vec2 m_axis, m_perp;
|
|
float32 m_s1, m_s2;
|
|
float32 m_a1, m_a2;
|
|
|
|
b2Mat22 m_K;
|
|
b2Vec2 m_impulse;
|
|
|
|
float32 m_motorMass; // effective mass for motor/limit translational constraint.
|
|
float32 m_motorImpulse;
|
|
|
|
float32 m_lowerTranslation;
|
|
float32 m_upperTranslation;
|
|
float32 m_maxMotorForce;
|
|
float32 m_motorSpeed;
|
|
|
|
bool m_enableLimit;
|
|
bool m_enableMotor;
|
|
b2LimitState m_limitState;
|
|
};
|
|
|
|
inline float32 b2LineJoint::GetMotorSpeed() const
|
|
{
|
|
return m_motorSpeed;
|
|
}
|
|
|
|
#endif
|