File indexing completed on 2024-12-29 03:29:27
0001 /* 0002 * Copyright (c) 2006-2011 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_GEAR_JOINT_H 0020 #define B2_GEAR_JOINT_H 0021 0022 #include <Box2D/Dynamics/Joints/b2Joint.h> 0023 0024 /// Gear joint definition. This definition requires two existing 0025 /// revolute or prismatic joints (any combination will work). 0026 struct b2GearJointDef : public b2JointDef 0027 { 0028 b2GearJointDef() 0029 { 0030 type = e_gearJoint; 0031 joint1 = NULL; 0032 joint2 = NULL; 0033 ratio = 1.0f; 0034 } 0035 0036 /// The first revolute/prismatic joint attached to the gear joint. 0037 b2Joint* joint1; 0038 0039 /// The second revolute/prismatic joint attached to the gear joint. 0040 b2Joint* joint2; 0041 0042 /// The gear ratio. 0043 /// @see b2GearJoint for explanation. 0044 float32 ratio; 0045 }; 0046 0047 /// A gear joint is used to connect two joints together. Either joint 0048 /// can be a revolute or prismatic joint. You specify a gear ratio 0049 /// to bind the motions together: 0050 /// coordinate1 + ratio * coordinate2 = constant 0051 /// The ratio can be negative or positive. If one joint is a revolute joint 0052 /// and the other joint is a prismatic joint, then the ratio will have units 0053 /// of length or units of 1/length. 0054 /// @warning You have to manually destroy the gear joint if joint1 or joint2 0055 /// is destroyed. 0056 class b2GearJoint : public b2Joint 0057 { 0058 public: 0059 b2Vec2 GetAnchorA() const; 0060 b2Vec2 GetAnchorB() const; 0061 0062 b2Vec2 GetReactionForce(float32 inv_dt) const; 0063 float32 GetReactionTorque(float32 inv_dt) const; 0064 0065 /// Get the first joint. 0066 b2Joint* GetJoint1() { return m_joint1; } 0067 0068 /// Get the second joint. 0069 b2Joint* GetJoint2() { return m_joint2; } 0070 0071 /// Set/Get the gear ratio. 0072 void SetRatio(float32 ratio); 0073 float32 GetRatio() const; 0074 0075 /// Dump joint to dmLog 0076 void Dump(); 0077 0078 protected: 0079 0080 friend class b2Joint; 0081 b2GearJoint(const b2GearJointDef* data); 0082 0083 void InitVelocityConstraints(const b2SolverData& data); 0084 void SolveVelocityConstraints(const b2SolverData& data); 0085 bool SolvePositionConstraints(const b2SolverData& data); 0086 0087 b2Joint* m_joint1; 0088 b2Joint* m_joint2; 0089 0090 b2JointType m_typeA; 0091 b2JointType m_typeB; 0092 0093 // Body A is connected to body C 0094 // Body B is connected to body D 0095 b2Body* m_bodyC; 0096 b2Body* m_bodyD; 0097 0098 // Solver shared 0099 b2Vec2 m_localAnchorA; 0100 b2Vec2 m_localAnchorB; 0101 b2Vec2 m_localAnchorC; 0102 b2Vec2 m_localAnchorD; 0103 0104 b2Vec2 m_localAxisC; 0105 b2Vec2 m_localAxisD; 0106 0107 float32 m_referenceAngleA; 0108 float32 m_referenceAngleB; 0109 0110 float32 m_constant; 0111 float32 m_ratio; 0112 0113 float32 m_impulse; 0114 0115 // Solver temp 0116 int32 m_indexA, m_indexB, m_indexC, m_indexD; 0117 b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD; 0118 float32 m_mA, m_mB, m_mC, m_mD; 0119 float32 m_iA, m_iB, m_iC, m_iD; 0120 b2Vec2 m_JvAC, m_JvBD; 0121 float32 m_JwA, m_JwB, m_JwC, m_JwD; 0122 float32 m_mass; 0123 }; 0124 0125 #endif