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- /*
- * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef B2_PULLEY_JOINT_H
- #define B2_PULLEY_JOINT_H
- #include "b2Joint.h"
- const float32 b2_minPulleyLength = 2.0f;
- /// Pulley joint definition. This requires two ground anchors,
- /// two dynamic body anchor points, max lengths for each side,
- /// and a pulley ratio.
- struct b2PulleyJointDef : public b2JointDef
- {
- b2PulleyJointDef()
- {
- type = e_pulleyJoint;
- groundAnchor1.Set(-1.0f, 1.0f);
- groundAnchor2.Set(1.0f, 1.0f);
- localAnchor1.Set(-1.0f, 0.0f);
- localAnchor2.Set(1.0f, 0.0f);
- length1 = 0.0f;
- maxLength1 = 0.0f;
- length2 = 0.0f;
- maxLength2 = 0.0f;
- ratio = 1.0f;
- collideConnected = true;
- }
- /// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
- void Initialize(b2Body* body1, b2Body* body2,
- const b2Vec2& groundAnchor1, const b2Vec2& groundAnchor2,
- const b2Vec2& anchor1, const b2Vec2& anchor2,
- float32 ratio);
- /// The first ground anchor in world coordinates. This point never moves.
- b2Vec2 groundAnchor1;
- /// The second ground anchor in world coordinates. This point never moves.
- b2Vec2 groundAnchor2;
- /// The local anchor point relative to body1's origin.
- b2Vec2 localAnchor1;
- /// The local anchor point relative to body2's origin.
- b2Vec2 localAnchor2;
- /// The a reference length for the segment attached to body1.
- float32 length1;
- /// The maximum length of the segment attached to body1.
- float32 maxLength1;
- /// The a reference length for the segment attached to body2.
- float32 length2;
- /// The maximum length of the segment attached to body2.
- float32 maxLength2;
- /// The pulley ratio, used to simulate a block-and-tackle.
- float32 ratio;
- };
- /// The pulley joint is connected to two bodies and two fixed ground points.
- /// The pulley supports a ratio such that:
- /// length1 + ratio * length2 <= constant
- /// Yes, the force transmitted is scaled by the ratio.
- /// The pulley also enforces a maximum length limit on both sides. This is
- /// useful to prevent one side of the pulley hitting the top.
- class b2PulleyJoint : public b2Joint
- {
- public:
- b2Vec2 GetAnchor1() const;
- b2Vec2 GetAnchor2() const;
- b2Vec2 GetReactionForce(float32 inv_dt) const;
- float32 GetReactionTorque(float32 inv_dt) const;
- /// Get the first ground anchor.
- b2Vec2 GetGroundAnchor1() const;
- /// Get the second ground anchor.
- b2Vec2 GetGroundAnchor2() const;
- /// Get the current length of the segment attached to body1.
- float32 GetLength1() const;
- /// Get the current length of the segment attached to body2.
- float32 GetLength2() const;
- /// Get the pulley ratio.
- float32 GetRatio() const;
- //--------------- Internals Below -------------------
- b2PulleyJoint(const b2PulleyJointDef* data);
- void InitVelocityConstraints(const b2TimeStep& step);
- void SolveVelocityConstraints(const b2TimeStep& step);
- bool SolvePositionConstraints(float32 baumgarte);
- b2Body* m_ground;
- b2Vec2 m_groundAnchor1;
- b2Vec2 m_groundAnchor2;
- b2Vec2 m_localAnchor1;
- b2Vec2 m_localAnchor2;
- b2Vec2 m_u1;
- b2Vec2 m_u2;
-
- float32 m_constant;
- float32 m_ratio;
-
- float32 m_maxLength1;
- float32 m_maxLength2;
- // Effective masses
- float32 m_pulleyMass;
- float32 m_limitMass1;
- float32 m_limitMass2;
- // Impulses for accumulation/warm starting.
- float32 m_impulse;
- float32 m_limitImpulse1;
- float32 m_limitImpulse2;
- b2LimitState m_state;
- b2LimitState m_limitState1;
- b2LimitState m_limitState2;
- };
- #endif
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