b2Joint.h
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上传日期:2022-01-07
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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_JOINT_H
- #define B2_JOINT_H
- #include <Box2D/Common/b2Math.h>
- class b2Body;
- class b2Joint;
- struct b2TimeStep;
- class b2BlockAllocator;
- enum b2JointType
- {
- e_unknownJoint,
- e_revoluteJoint,
- e_prismaticJoint,
- e_distanceJoint,
- e_pulleyJoint,
- e_mouseJoint,
- e_gearJoint,
- e_lineJoint,
- e_weldJoint,
- e_frictionJoint,
- };
- enum b2LimitState
- {
- e_inactiveLimit,
- e_atLowerLimit,
- e_atUpperLimit,
- e_equalLimits
- };
- struct b2Jacobian
- {
- b2Vec2 linearA;
- float32 angularA;
- b2Vec2 linearB;
- float32 angularB;
- void SetZero();
- void Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2);
- float32 Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2);
- };
- /// A joint edge is used to connect bodies and joints together
- /// in a joint graph where each body is a node and each joint
- /// is an edge. A joint edge belongs to a doubly linked list
- /// maintained in each attached body. Each joint has two joint
- /// nodes, one for each attached body.
- struct b2JointEdge
- {
- b2Body* other; ///< provides quick access to the other body attached.
- b2Joint* joint; ///< the joint
- b2JointEdge* prev; ///< the previous joint edge in the body's joint list
- b2JointEdge* next; ///< the next joint edge in the body's joint list
- };
- /// Joint definitions are used to construct joints.
- struct b2JointDef
- {
- b2JointDef()
- {
- type = e_unknownJoint;
- userData = NULL;
- bodyA = NULL;
- bodyB = NULL;
- collideConnected = false;
- }
- /// The joint type is set automatically for concrete joint types.
- b2JointType type;
- /// Use this to attach application specific data to your joints.
- void* userData;
- /// The first attached body.
- b2Body* bodyA;
- /// The second attached body.
- b2Body* bodyB;
- /// Set this flag to true if the attached bodies should collide.
- bool collideConnected;
- };
- /// The base joint class. Joints are used to constraint two bodies together in
- /// various fashions. Some joints also feature limits and motors.
- class b2Joint
- {
- public:
- /// Get the type of the concrete joint.
- b2JointType GetType() const;
- /// Get the first body attached to this joint.
- b2Body* GetBodyA();
- /// Get the second body attached to this joint.
- b2Body* GetBodyB();
- /// Get the anchor point on bodyA in world coordinates.
- virtual b2Vec2 GetAnchorA() const = 0;
- /// Get the anchor point on bodyB in world coordinates.
- virtual b2Vec2 GetAnchorB() const = 0;
- /// Get the reaction force on body2 at the joint anchor in Newtons.
- virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
- /// Get the reaction torque on body2 in N*m.
- virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
- /// Get the next joint the world joint list.
- b2Joint* GetNext();
- /// Get the user data pointer.
- void* GetUserData() const;
- /// Set the user data pointer.
- void SetUserData(void* data);
- /// Short-cut function to determine if either body is inactive.
- bool IsActive() const;
- protected:
- friend class b2World;
- friend class b2Body;
- friend class b2Island;
- static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
- static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
- b2Joint(const b2JointDef* def);
- virtual ~b2Joint() {}
- virtual void InitVelocityConstraints(const b2TimeStep& step) = 0;
- virtual void SolveVelocityConstraints(const b2TimeStep& step) = 0;
- // This returns true if the position errors are within tolerance.
- virtual bool SolvePositionConstraints(float32 baumgarte) = 0;
- b2JointType m_type;
- b2Joint* m_prev;
- b2Joint* m_next;
- b2JointEdge m_edgeA;
- b2JointEdge m_edgeB;
- b2Body* m_bodyA;
- b2Body* m_bodyB;
- bool m_islandFlag;
- bool m_collideConnected;
- void* m_userData;
- // Cache here per time step to reduce cache misses.
- b2Vec2 m_localCenterA, m_localCenterB;
- float32 m_invMassA, m_invIA;
- float32 m_invMassB, m_invIB;
- };
- inline void b2Jacobian::SetZero()
- {
- linearA.SetZero(); angularA = 0.0f;
- linearB.SetZero(); angularB = 0.0f;
- }
- inline void b2Jacobian::Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2)
- {
- linearA = x1; angularA = a1;
- linearB = x2; angularB = a2;
- }
- inline float32 b2Jacobian::Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2)
- {
- return b2Dot(linearA, x1) + angularA * a1 + b2Dot(linearB, x2) + angularB * a2;
- }
- inline b2JointType b2Joint::GetType() const
- {
- return m_type;
- }
- inline b2Body* b2Joint::GetBodyA()
- {
- return m_bodyA;
- }
- inline b2Body* b2Joint::GetBodyB()
- {
- return m_bodyB;
- }
- inline b2Joint* b2Joint::GetNext()
- {
- return m_next;
- }
- inline void* b2Joint::GetUserData() const
- {
- return m_userData;
- }
- inline void b2Joint::SetUserData(void* data)
- {
- m_userData = data;
- }
- #endif