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- // MIT License
- // Copyright (c) 2019 Erin Catto
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- // The above copyright notice and this permission notice shall be included in all
- // copies or substantial portions of the Software.
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- // SOFTWARE.
- #ifndef B2_DISTANCE_JOINT_H
- #define B2_DISTANCE_JOINT_H
- #include "b2_api.h"
- #include "b2_joint.h"
- /// Distance joint definition. This requires defining an anchor point on both
- /// bodies and the non-zero distance of the distance joint. The definition uses
- /// local anchor points so that the initial configuration can violate the
- /// constraint slightly. This helps when saving and loading a game.
- struct B2_API b2DistanceJointDef : public b2JointDef
- {
- b2DistanceJointDef()
- {
- type = e_distanceJoint;
- localAnchorA.Set(0.0f, 0.0f);
- localAnchorB.Set(0.0f, 0.0f);
- length = 1.0f;
- minLength = 0.0f;
- maxLength = FLT_MAX;
- stiffness = 0.0f;
- damping = 0.0f;
- }
- /// Initialize the bodies, anchors, and rest length using world space anchors.
- /// The minimum and maximum lengths are set to the rest length.
- void Initialize(b2Body* bodyA, b2Body* bodyB,
- const b2Vec2& anchorA, const b2Vec2& anchorB);
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
- /// The rest length of this joint. Clamped to a stable minimum value.
- float length;
- /// Minimum length. Clamped to a stable minimum value.
- float minLength;
- /// Maximum length. Must be greater than or equal to the minimum length.
- float maxLength;
- /// The linear stiffness in N/m.
- float stiffness;
- /// The linear damping in N*s/m.
- float damping;
- };
- /// A distance joint constrains two points on two bodies to remain at a fixed
- /// distance from each other. You can view this as a massless, rigid rod.
- class B2_API b2DistanceJoint : public b2Joint
- {
- public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
- /// Get the reaction force given the inverse time step.
- /// Unit is N.
- b2Vec2 GetReactionForce(float inv_dt) const override;
- /// Get the reaction torque given the inverse time step.
- /// Unit is N*m. This is always zero for a distance joint.
- float GetReactionTorque(float inv_dt) const override;
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
- /// Get the rest length
- float GetLength() const { return m_length; }
- /// Set the rest length
- /// @returns clamped rest length
- float SetLength(float length);
- /// Get the minimum length
- float GetMinLength() const { return m_minLength; }
- /// Set the minimum length
- /// @returns the clamped minimum length
- float SetMinLength(float minLength);
- /// Get the maximum length
- float GetMaxLength() const { return m_maxLength; }
- /// Set the maximum length
- /// @returns the clamped maximum length
- float SetMaxLength(float maxLength);
- /// Get the current length
- float GetCurrentLength() const;
- /// Set/get the linear stiffness in N/m
- void SetStiffness(float stiffness) { m_stiffness = stiffness; }
- float GetStiffness() const { return m_stiffness; }
- /// Set/get linear damping in N*s/m
- void SetDamping(float damping) { m_damping = damping; }
- float GetDamping() const { return m_damping; }
- /// Dump joint to dmLog
- void Dump() override;
- ///
- void Draw(b2Draw* draw) const override;
- protected:
- friend class b2Joint;
- b2DistanceJoint(const b2DistanceJointDef* data);
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
- float m_stiffness;
- float m_damping;
- float m_bias;
- float m_length;
- float m_minLength;
- float m_maxLength;
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- float m_gamma;
- float m_impulse;
- float m_lowerImpulse;
- float m_upperImpulse;
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_u;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float m_currentLength;
- float m_invMassA;
- float m_invMassB;
- float m_invIA;
- float m_invIB;
- float m_softMass;
- float m_mass;
- };
- #endif
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