File indexing completed on 2025-08-03 03:50:00
0001 /* 0002 * Copyright (c) 2006-2010 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_ROPE_JOINT_H 0020 #define B2_ROPE_JOINT_H 0021 0022 #include <Box2D/Dynamics/Joints/b2Joint.h> 0023 0024 /// Rope joint definition. This requires two body anchor points and 0025 /// a maximum lengths. 0026 /// Note: by default the connected objects will not collide. 0027 /// see collideConnected in b2JointDef. 0028 struct b2RopeJointDef : public b2JointDef 0029 { 0030 b2RopeJointDef() 0031 { 0032 type = e_ropeJoint; 0033 localAnchorA.Set(-1.0f, 0.0f); 0034 localAnchorB.Set(1.0f, 0.0f); 0035 maxLength = 0.0f; 0036 } 0037 0038 /// The local anchor point relative to bodyA's origin. 0039 b2Vec2 localAnchorA; 0040 0041 /// The local anchor point relative to bodyB's origin. 0042 b2Vec2 localAnchorB; 0043 0044 /// The maximum length of the rope. 0045 /// Warning: this must be larger than b2_linearSlop or 0046 /// the joint will have no effect. 0047 qreal maxLength; 0048 }; 0049 0050 /// A rope joint enforces a maximum distance between two points 0051 /// on two bodies. It has no other effect. 0052 /// Warning: if you attempt to change the maximum length during 0053 /// the simulation you will get some non-physical behavior. 0054 /// A model that would allow you to dynamically modify the length 0055 /// would have some sponginess, so I chose not to implement it 0056 /// that way. See b2DistanceJoint if you want to dynamically 0057 /// control length. 0058 class b2RopeJoint : public b2Joint 0059 { 0060 public: 0061 b2Vec2 GetAnchorA() const override; 0062 b2Vec2 GetAnchorB() const override; 0063 0064 b2Vec2 GetReactionForce(qreal inv_dt) const override; 0065 qreal GetReactionTorque(qreal inv_dt) const override; 0066 0067 /// Get the maximum length of the rope. 0068 qreal GetMaxLength() const; 0069 0070 b2LimitState GetLimitState() const; 0071 0072 protected: 0073 0074 friend class b2Joint; 0075 b2RopeJoint(const b2RopeJointDef* data); 0076 0077 void InitVelocityConstraints(const b2TimeStep& step) override; 0078 void SolveVelocityConstraints(const b2TimeStep& step) override; 0079 bool SolvePositionConstraints(qreal baumgarte) override; 0080 0081 b2Vec2 m_localAnchorA; 0082 b2Vec2 m_localAnchorB; 0083 0084 qreal m_maxLength; 0085 qreal m_length; 0086 0087 // Jacobian info 0088 b2Vec2 m_u, m_rA, m_rB; 0089 0090 // Effective mass 0091 qreal m_mass; 0092 0093 // Impulses for accumulation/warm starting. 0094 qreal m_impulse; 0095 0096 b2LimitState m_state; 0097 }; 0098 0099 #endif