| 1 | /* |
| 2 | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org |
| 3 | * |
| 4 | * This software is provided 'as-is', without any express or implied |
| 5 | * warranty. In no event will the authors be held liable for any damages |
| 6 | * arising from the use of this software. |
| 7 | * Permission is granted to anyone to use this software for any purpose, |
| 8 | * including commercial applications, and to alter it and redistribute it |
| 9 | * freely, subject to the following restrictions: |
| 10 | * 1. The origin of this software must not be misrepresented; you must not |
| 11 | * claim that you wrote the original software. If you use this software |
| 12 | * in a product, an acknowledgment in the product documentation would be |
| 13 | * appreciated but is not required. |
| 14 | * 2. Altered source versions must be plainly marked as such, and must not be |
| 15 | * misrepresented as being the original software. |
| 16 | * 3. This notice may not be removed or altered from any source distribution. |
| 17 | */ |
| 18 | |
| 19 | #ifndef B2_DISTANCE_JOINT_H |
| 20 | #define B2_DISTANCE_JOINT_H |
| 21 | |
| 22 | #include <Box2D/Dynamics/Joints/b2Joint.h> |
| 23 | |
| 24 | /// Distance joint definition. This requires defining an |
| 25 | /// anchor point on both bodies and the non-zero length of the |
| 26 | /// distance joint. The definition uses local anchor points |
| 27 | /// so that the initial configuration can violate the constraint |
| 28 | /// slightly. This helps when saving and loading a game. |
| 29 | /// @warning Do not use a zero or short length. |
| 30 | struct b2DistanceJointDef : public b2JointDef |
| 31 | { |
| 32 | b2DistanceJointDef() |
| 33 | { |
| 34 | type = e_distanceJoint; |
| 35 | localAnchorA.Set(0.0f, 0.0f); |
| 36 | localAnchorB.Set(0.0f, 0.0f); |
| 37 | length = 1.0f; |
| 38 | frequencyHz = 0.0f; |
| 39 | dampingRatio = 0.0f; |
| 40 | } |
| 41 | |
| 42 | /// Initialize the bodies, anchors, and length using the world |
| 43 | /// anchors. |
| 44 | void Initialize(b2Body* bodyA, b2Body* bodyB, |
| 45 | const b2Vec2& anchorA, const b2Vec2& anchorB); |
| 46 | |
| 47 | /// The local anchor point relative to bodyA's origin. |
| 48 | b2Vec2 localAnchorA; |
| 49 | |
| 50 | /// The local anchor point relative to bodyB's origin. |
| 51 | b2Vec2 localAnchorB; |
| 52 | |
| 53 | /// The natural length between the anchor points. |
| 54 | float32 length; |
| 55 | |
| 56 | /// The mass-spring-damper frequency in Hertz. A value of 0 |
| 57 | /// disables softness. |
| 58 | float32 frequencyHz; |
| 59 | |
| 60 | /// The damping ratio. 0 = no damping, 1 = critical damping. |
| 61 | float32 dampingRatio; |
| 62 | }; |
| 63 | |
| 64 | /// A distance joint constrains two points on two bodies |
| 65 | /// to remain at a fixed distance from each other. You can view |
| 66 | /// this as a massless, rigid rod. |
| 67 | class b2DistanceJoint : public b2Joint |
| 68 | { |
| 69 | public: |
| 70 | |
| 71 | b2Vec2 GetAnchorA() const; |
| 72 | b2Vec2 GetAnchorB() const; |
| 73 | |
| 74 | /// Get the reaction force given the inverse time step. |
| 75 | /// Unit is N. |
| 76 | b2Vec2 GetReactionForce(float32 inv_dt) const; |
| 77 | |
| 78 | /// Get the reaction torque given the inverse time step. |
| 79 | /// Unit is N*m. This is always zero for a distance joint. |
| 80 | float32 GetReactionTorque(float32 inv_dt) const; |
| 81 | |
| 82 | /// The local anchor point relative to bodyA's origin. |
| 83 | const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } |
| 84 | |
| 85 | /// The local anchor point relative to bodyB's origin. |
| 86 | const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; } |
| 87 | |
| 88 | /// Set/get the natural length. |
| 89 | /// Manipulating the length can lead to non-physical behavior when the frequency is zero. |
| 90 | void SetLength(float32 length); |
| 91 | float32 GetLength() const; |
| 92 | |
| 93 | /// Set/get frequency in Hz. |
| 94 | void SetFrequency(float32 hz); |
| 95 | float32 GetFrequency() const; |
| 96 | |
| 97 | /// Set/get damping ratio. |
| 98 | void SetDampingRatio(float32 ratio); |
| 99 | float32 GetDampingRatio() const; |
| 100 | |
| 101 | /// Dump joint to dmLog |
| 102 | void Dump(); |
| 103 | |
| 104 | protected: |
| 105 | |
| 106 | friend class b2Joint; |
| 107 | b2DistanceJoint(const b2DistanceJointDef* data); |
| 108 | |
| 109 | void InitVelocityConstraints(const b2SolverData& data); |
| 110 | void SolveVelocityConstraints(const b2SolverData& data); |
| 111 | bool SolvePositionConstraints(const b2SolverData& data); |
| 112 | |
| 113 | float32 m_frequencyHz; |
| 114 | float32 m_dampingRatio; |
| 115 | float32 m_bias; |
| 116 | |
| 117 | // Solver shared |
| 118 | b2Vec2 m_localAnchorA; |
| 119 | b2Vec2 m_localAnchorB; |
| 120 | float32 m_gamma; |
| 121 | float32 m_impulse; |
| 122 | float32 m_length; |
| 123 | |
| 124 | // Solver temp |
| 125 | int32 m_indexA; |
| 126 | int32 m_indexB; |
| 127 | b2Vec2 m_u; |
| 128 | b2Vec2 m_rA; |
| 129 | b2Vec2 m_rB; |
| 130 | b2Vec2 m_localCenterA; |
| 131 | b2Vec2 m_localCenterB; |
| 132 | float32 m_invMassA; |
| 133 | float32 m_invMassB; |
| 134 | float32 m_invIA; |
| 135 | float32 m_invIB; |
| 136 | float32 m_mass; |
| 137 | }; |
| 138 | |
| 139 | inline void b2DistanceJoint::SetLength(float32 length) |
| 140 | { |
| 141 | m_length = length; |
| 142 | } |
| 143 | |
| 144 | inline float32 b2DistanceJoint::GetLength() const |
| 145 | { |
| 146 | return m_length; |
| 147 | } |
| 148 | |
| 149 | inline void b2DistanceJoint::SetFrequency(float32 hz) |
| 150 | { |
| 151 | m_frequencyHz = hz; |
| 152 | } |
| 153 | |
| 154 | inline float32 b2DistanceJoint::GetFrequency() const |
| 155 | { |
| 156 | return m_frequencyHz; |
| 157 | } |
| 158 | |
| 159 | inline void b2DistanceJoint::SetDampingRatio(float32 ratio) |
| 160 | { |
| 161 | m_dampingRatio = ratio; |
| 162 | } |
| 163 | |
| 164 | inline float32 b2DistanceJoint::GetDampingRatio() const |
| 165 | { |
| 166 | return m_dampingRatio; |
| 167 | } |
| 168 | |
| 169 | #endif |
| 170 | |