File indexing completed on 2024-12-29 03:29:28
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_PULLEY_JOINT_H 0020 #define B2_PULLEY_JOINT_H 0021 0022 #include <Box2D/Dynamics/Joints/b2Joint.h> 0023 0024 const float32 b2_minPulleyLength = 2.0f; 0025 0026 /// Pulley joint definition. This requires two ground anchors, 0027 /// two dynamic body anchor points, and a pulley ratio. 0028 struct b2PulleyJointDef : public b2JointDef 0029 { 0030 b2PulleyJointDef() 0031 { 0032 type = e_pulleyJoint; 0033 groundAnchorA.Set(-1.0f, 1.0f); 0034 groundAnchorB.Set(1.0f, 1.0f); 0035 localAnchorA.Set(-1.0f, 0.0f); 0036 localAnchorB.Set(1.0f, 0.0f); 0037 lengthA = 0.0f; 0038 lengthB = 0.0f; 0039 ratio = 1.0f; 0040 collideConnected = true; 0041 } 0042 0043 /// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. 0044 void Initialize(b2Body* bodyA, b2Body* bodyB, 0045 const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB, 0046 const b2Vec2& anchorA, const b2Vec2& anchorB, 0047 float32 ratio); 0048 0049 /// The first ground anchor in world coordinates. This point never moves. 0050 b2Vec2 groundAnchorA; 0051 0052 /// The second ground anchor in world coordinates. This point never moves. 0053 b2Vec2 groundAnchorB; 0054 0055 /// The local anchor point relative to bodyA's origin. 0056 b2Vec2 localAnchorA; 0057 0058 /// The local anchor point relative to bodyB's origin. 0059 b2Vec2 localAnchorB; 0060 0061 /// The a reference length for the segment attached to bodyA. 0062 float32 lengthA; 0063 0064 /// The a reference length for the segment attached to bodyB. 0065 float32 lengthB; 0066 0067 /// The pulley ratio, used to simulate a block-and-tackle. 0068 float32 ratio; 0069 }; 0070 0071 /// The pulley joint is connected to two bodies and two fixed ground points. 0072 /// The pulley supports a ratio such that: 0073 /// length1 + ratio * length2 <= constant 0074 /// Yes, the force transmitted is scaled by the ratio. 0075 /// Warning: the pulley joint can get a bit squirrelly by itself. They often 0076 /// work better when combined with prismatic joints. You should also cover the 0077 /// the anchor points with static shapes to prevent one side from going to 0078 /// zero length. 0079 class b2PulleyJoint : public b2Joint 0080 { 0081 public: 0082 b2Vec2 GetAnchorA() const; 0083 b2Vec2 GetAnchorB() const; 0084 0085 b2Vec2 GetReactionForce(float32 inv_dt) const; 0086 float32 GetReactionTorque(float32 inv_dt) const; 0087 0088 /// Get the first ground anchor. 0089 b2Vec2 GetGroundAnchorA() const; 0090 0091 /// Get the second ground anchor. 0092 b2Vec2 GetGroundAnchorB() const; 0093 0094 /// Get the current length of the segment attached to bodyA. 0095 float32 GetLengthA() const; 0096 0097 /// Get the current length of the segment attached to bodyB. 0098 float32 GetLengthB() const; 0099 0100 /// Get the pulley ratio. 0101 float32 GetRatio() const; 0102 0103 /// Get the current length of the segment attached to bodyA. 0104 float32 GetCurrentLengthA() const; 0105 0106 /// Get the current length of the segment attached to bodyB. 0107 float32 GetCurrentLengthB() const; 0108 0109 /// Dump joint to dmLog 0110 void Dump(); 0111 0112 /// Implement b2Joint::ShiftOrigin 0113 void ShiftOrigin(const b2Vec2& newOrigin); 0114 0115 protected: 0116 0117 friend class b2Joint; 0118 b2PulleyJoint(const b2PulleyJointDef* data); 0119 0120 void InitVelocityConstraints(const b2SolverData& data); 0121 void SolveVelocityConstraints(const b2SolverData& data); 0122 bool SolvePositionConstraints(const b2SolverData& data); 0123 0124 b2Vec2 m_groundAnchorA; 0125 b2Vec2 m_groundAnchorB; 0126 float32 m_lengthA; 0127 float32 m_lengthB; 0128 0129 // Solver shared 0130 b2Vec2 m_localAnchorA; 0131 b2Vec2 m_localAnchorB; 0132 float32 m_constant; 0133 float32 m_ratio; 0134 float32 m_impulse; 0135 0136 // Solver temp 0137 int32 m_indexA; 0138 int32 m_indexB; 0139 b2Vec2 m_uA; 0140 b2Vec2 m_uB; 0141 b2Vec2 m_rA; 0142 b2Vec2 m_rB; 0143 b2Vec2 m_localCenterA; 0144 b2Vec2 m_localCenterB; 0145 float32 m_invMassA; 0146 float32 m_invMassB; 0147 float32 m_invIA; 0148 float32 m_invIB; 0149 float32 m_mass; 0150 }; 0151 0152 #endif