File indexing completed on 2025-08-03 03:49:58
0001 /* 0002 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com 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 body1's origin. 0048 b2Vec2 localAnchorA; 0049 0050 /// The local anchor point relative to body2's origin. 0051 b2Vec2 localAnchorB; 0052 0053 /// The natural length between the anchor points. 0054 qreal length; 0055 0056 /// The mass-spring-damper frequency in Hertz. 0057 qreal frequencyHz; 0058 0059 /// The damping ratio. 0 = no damping, 1 = critical damping. 0060 qreal dampingRatio; 0061 }; 0062 0063 /// A distance joint constrains two points on two bodies 0064 /// to remain at a fixed distance from each other. You can view 0065 /// this as a massless, rigid rod. 0066 class b2DistanceJoint : public b2Joint 0067 { 0068 public: 0069 0070 b2Vec2 GetAnchorA() const override; 0071 b2Vec2 GetAnchorB() const override; 0072 0073 /// Get the reaction force given the inverse time step. 0074 /// Unit is N. 0075 b2Vec2 GetReactionForce(qreal inv_dt) const override; 0076 0077 /// Get the reaction torque given the inverse time step. 0078 /// Unit is N*m. This is always zero for a distance joint. 0079 qreal GetReactionTorque(qreal inv_dt) const override; 0080 0081 /// Set/get the natural length. 0082 /// Manipulating the length can lead to non-physical behavior when the frequency is zero. 0083 void SetLength(qreal length); 0084 qreal GetLength() const; 0085 0086 // Set/get frequency in Hz. 0087 void SetFrequency(qreal hz); 0088 qreal GetFrequency() const; 0089 0090 // Set/get damping ratio. 0091 void SetDampingRatio(qreal ratio); 0092 qreal GetDampingRatio() const; 0093 0094 protected: 0095 0096 friend class b2Joint; 0097 b2DistanceJoint(const b2DistanceJointDef* data); 0098 0099 void InitVelocityConstraints(const b2TimeStep& step) override; 0100 void SolveVelocityConstraints(const b2TimeStep& step) override; 0101 bool SolvePositionConstraints(qreal baumgarte) override; 0102 0103 b2Vec2 m_localAnchor1; 0104 b2Vec2 m_localAnchor2; 0105 b2Vec2 m_u; 0106 qreal m_frequencyHz; 0107 qreal m_dampingRatio; 0108 qreal m_gamma; 0109 qreal m_bias; 0110 qreal m_impulse; 0111 qreal m_mass; 0112 qreal m_length; 0113 }; 0114 0115 inline void b2DistanceJoint::SetLength(qreal length) 0116 { 0117 m_length = length; 0118 } 0119 0120 inline qreal b2DistanceJoint::GetLength() const 0121 { 0122 return m_length; 0123 } 0124 0125 inline void b2DistanceJoint::SetFrequency(qreal hz) 0126 { 0127 m_frequencyHz = hz; 0128 } 0129 0130 inline qreal b2DistanceJoint::GetFrequency() const 0131 { 0132 return m_frequencyHz; 0133 } 0134 0135 inline void b2DistanceJoint::SetDampingRatio(qreal ratio) 0136 { 0137 m_dampingRatio = ratio; 0138 } 0139 0140 inline qreal b2DistanceJoint::GetDampingRatio() const 0141 { 0142 return m_dampingRatio; 0143 } 0144 0145 #endif