mirror of https://github.com/axmolengine/axmol.git
177 lines
5.1 KiB
C++
177 lines
5.1 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_DISTANCE_JOINT_H
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#define B2_DISTANCE_JOINT_H
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#include "b2_api.h"
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#include "b2_joint.h"
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/// Distance joint definition. This requires defining an anchor point on both
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/// bodies and the non-zero distance of the distance joint. The definition uses
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/// local anchor points so that the initial configuration can violate the
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/// constraint slightly. This helps when saving and loading a game.
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struct B2_API b2DistanceJointDef : public b2JointDef
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{
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b2DistanceJointDef()
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{
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type = e_distanceJoint;
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localAnchorA.Set(0.0f, 0.0f);
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localAnchorB.Set(0.0f, 0.0f);
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length = 1.0f;
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minLength = 0.0f;
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maxLength = FLT_MAX;
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stiffness = 0.0f;
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damping = 0.0f;
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}
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/// Initialize the bodies, anchors, and rest length using world space anchors.
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/// The minimum and maximum lengths are set to the rest length.
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void Initialize(b2Body* bodyA, b2Body* bodyB,
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const b2Vec2& anchorA, const b2Vec2& anchorB);
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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 rest length of this joint. Clamped to a stable minimum value.
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float length;
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/// Minimum length. Clamped to a stable minimum value.
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float minLength;
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/// Maximum length. Must be greater than or equal to the minimum length.
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float maxLength;
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/// The linear stiffness in N/m.
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float stiffness;
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/// The linear damping in N*s/m.
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float damping;
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};
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/// A distance joint constrains two points on two bodies to remain at a fixed
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/// distance from each other. You can view this as a massless, rigid rod.
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class B2_API b2DistanceJoint : 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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/// Get the reaction force given the inverse time step.
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/// Unit is N.
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b2Vec2 GetReactionForce(float inv_dt) const override;
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/// Get the reaction torque given the inverse time step.
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/// Unit is N*m. This is always zero for a distance joint.
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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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/// Get the rest length
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float GetLength() const { return m_length; }
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/// Set the rest length
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/// @returns clamped rest length
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float SetLength(float length);
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/// Get the minimum length
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float GetMinLength() const { return m_minLength; }
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/// Set the minimum length
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/// @returns the clamped minimum length
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float SetMinLength(float minLength);
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/// Get the maximum length
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float GetMaxLength() const { return m_maxLength; }
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/// Set the maximum length
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/// @returns the clamped maximum length
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float SetMaxLength(float maxLength);
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/// Get the current length
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float GetCurrentLength() const;
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/// Set/get the linear stiffness in N/m
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void SetStiffness(float stiffness) { m_stiffness = stiffness; }
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float GetStiffness() const { return m_stiffness; }
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/// Set/get linear damping in N*s/m
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void SetDamping(float damping) { m_damping = damping; }
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float GetDamping() const { return m_damping; }
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/// Dump joint to dmLog
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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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b2DistanceJoint(const b2DistanceJointDef* data);
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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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float m_stiffness;
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float m_damping;
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float m_bias;
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float m_length;
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float m_minLength;
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float m_maxLength;
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// Solver shared
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b2Vec2 m_localAnchorA;
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b2Vec2 m_localAnchorB;
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float m_gamma;
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float m_impulse;
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float m_lowerImpulse;
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float m_upperImpulse;
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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_u;
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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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float m_currentLength;
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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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float m_softMass;
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float m_mass;
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};
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#endif
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