File indexing completed on 2024-12-29 03:29:26
0001 /* 0002 * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org 0003 * 0004 * This software is provided 'as-is', without any express or implied 0005 * warranty. In no event will the authors be held liable for any damages 0006 * arising from the use of this software. 0007 * Permission is granted to anyone to use this software for any purpose, 0008 * including commercial applications, and to alter it and redistribute it 0009 * freely, subject to the following restrictions: 0010 * 1. The origin of this software must not be misrepresented; you must not 0011 * claim that you wrote the original software. If you use this software 0012 * in a product, an acknowledgment in the product documentation would be 0013 * appreciated but is not required. 0014 * 2. Altered source versions must be plainly marked as such, and must not be 0015 * misrepresented as being the original software. 0016 * 3. This notice may not be removed or altered from any source distribution. 0017 */ 0018 0019 #ifndef B2_DISTANCE_JOINT_H 0020 #define B2_DISTANCE_JOINT_H 0021 0022 #include <Box2D/Dynamics/Joints/b2Joint.h> 0023 0024 /// Distance joint definition. This requires defining an 0025 /// anchor point on both bodies and the non-zero length of the 0026 /// distance joint. The definition uses local anchor points 0027 /// so that the initial configuration can violate the constraint 0028 /// slightly. This helps when saving and loading a game. 0029 /// @warning Do not use a zero or short length. 0030 struct b2DistanceJointDef : public b2JointDef 0031 { 0032 b2DistanceJointDef() 0033 { 0034 type = e_distanceJoint; 0035 localAnchorA.Set(0.0f, 0.0f); 0036 localAnchorB.Set(0.0f, 0.0f); 0037 length = 1.0f; 0038 frequencyHz = 0.0f; 0039 dampingRatio = 0.0f; 0040 } 0041 0042 /// Initialize the bodies, anchors, and length using the world 0043 /// anchors. 0044 void Initialize(b2Body* bodyA, b2Body* bodyB, 0045 const b2Vec2& anchorA, const b2Vec2& anchorB); 0046 0047 /// The local anchor point relative to bodyA's origin. 0048 b2Vec2 localAnchorA; 0049 0050 /// The local anchor point relative to bodyB's origin. 0051 b2Vec2 localAnchorB; 0052 0053 /// The natural length between the anchor points. 0054 float32 length; 0055 0056 /// The mass-spring-damper frequency in Hertz. A value of 0 0057 /// disables softness. 0058 float32 frequencyHz; 0059 0060 /// The damping ratio. 0 = no damping, 1 = critical damping. 0061 float32 dampingRatio; 0062 }; 0063 0064 /// A distance joint constrains two points on two bodies 0065 /// to remain at a fixed distance from each other. You can view 0066 /// this as a massless, rigid rod. 0067 class b2DistanceJoint : public b2Joint 0068 { 0069 public: 0070 0071 b2Vec2 GetAnchorA() const; 0072 b2Vec2 GetAnchorB() const; 0073 0074 /// Get the reaction force given the inverse time step. 0075 /// Unit is N. 0076 b2Vec2 GetReactionForce(float32 inv_dt) const; 0077 0078 /// Get the reaction torque given the inverse time step. 0079 /// Unit is N*m. This is always zero for a distance joint. 0080 float32 GetReactionTorque(float32 inv_dt) const; 0081 0082 /// The local anchor point relative to bodyA's origin. 0083 const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } 0084 0085 /// The local anchor point relative to bodyB's origin. 0086 const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; } 0087 0088 /// Set/get the natural length. 0089 /// Manipulating the length can lead to non-physical behavior when the frequency is zero. 0090 void SetLength(float32 length); 0091 float32 GetLength() const; 0092 0093 /// Set/get frequency in Hz. 0094 void SetFrequency(float32 hz); 0095 float32 GetFrequency() const; 0096 0097 /// Set/get damping ratio. 0098 void SetDampingRatio(float32 ratio); 0099 float32 GetDampingRatio() const; 0100 0101 /// Dump joint to dmLog 0102 void Dump(); 0103 0104 protected: 0105 0106 friend class b2Joint; 0107 b2DistanceJoint(const b2DistanceJointDef* data); 0108 0109 void InitVelocityConstraints(const b2SolverData& data); 0110 void SolveVelocityConstraints(const b2SolverData& data); 0111 bool SolvePositionConstraints(const b2SolverData& data); 0112 0113 float32 m_frequencyHz; 0114 float32 m_dampingRatio; 0115 float32 m_bias; 0116 0117 // Solver shared 0118 b2Vec2 m_localAnchorA; 0119 b2Vec2 m_localAnchorB; 0120 float32 m_gamma; 0121 float32 m_impulse; 0122 float32 m_length; 0123 0124 // Solver temp 0125 int32 m_indexA; 0126 int32 m_indexB; 0127 b2Vec2 m_u; 0128 b2Vec2 m_rA; 0129 b2Vec2 m_rB; 0130 b2Vec2 m_localCenterA; 0131 b2Vec2 m_localCenterB; 0132 float32 m_invMassA; 0133 float32 m_invMassB; 0134 float32 m_invIA; 0135 float32 m_invIB; 0136 float32 m_mass; 0137 }; 0138 0139 inline void b2DistanceJoint::SetLength(float32 length) 0140 { 0141 m_length = length; 0142 } 0143 0144 inline float32 b2DistanceJoint::GetLength() const 0145 { 0146 return m_length; 0147 } 0148 0149 inline void b2DistanceJoint::SetFrequency(float32 hz) 0150 { 0151 m_frequencyHz = hz; 0152 } 0153 0154 inline float32 b2DistanceJoint::GetFrequency() const 0155 { 0156 return m_frequencyHz; 0157 } 0158 0159 inline void b2DistanceJoint::SetDampingRatio(float32 ratio) 0160 { 0161 m_dampingRatio = ratio; 0162 } 0163 0164 inline float32 b2DistanceJoint::GetDampingRatio() const 0165 { 0166 return m_dampingRatio; 0167 } 0168 0169 #endif