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_JOINT_H |
20 | #define B2_JOINT_H |
21 | |
22 | #include <Box2D/Common/b2Math.h> |
23 | |
24 | class b2Body; |
25 | class b2Joint; |
26 | struct b2SolverData; |
27 | class b2BlockAllocator; |
28 | |
29 | enum b2JointType |
30 | { |
31 | e_unknownJoint, |
32 | e_revoluteJoint, |
33 | e_prismaticJoint, |
34 | e_distanceJoint, |
35 | e_pulleyJoint, |
36 | e_mouseJoint, |
37 | e_gearJoint, |
38 | e_wheelJoint, |
39 | e_weldJoint, |
40 | e_frictionJoint, |
41 | e_ropeJoint, |
42 | e_motorJoint |
43 | }; |
44 | |
45 | enum b2LimitState |
46 | { |
47 | e_inactiveLimit, |
48 | e_atLowerLimit, |
49 | e_atUpperLimit, |
50 | e_equalLimits |
51 | }; |
52 | |
53 | struct b2Jacobian |
54 | { |
55 | b2Vec2 linear; |
56 | float32 angularA; |
57 | float32 angularB; |
58 | }; |
59 | |
60 | /// A joint edge is used to connect bodies and joints together |
61 | /// in a joint graph where each body is a node and each joint |
62 | /// is an edge. A joint edge belongs to a doubly linked list |
63 | /// maintained in each attached body. Each joint has two joint |
64 | /// nodes, one for each attached body. |
65 | struct b2JointEdge |
66 | { |
67 | b2Body* other; ///< provides quick access to the other body attached. |
68 | b2Joint* joint; ///< the joint |
69 | b2JointEdge* prev; ///< the previous joint edge in the body's joint list |
70 | b2JointEdge* next; ///< the next joint edge in the body's joint list |
71 | }; |
72 | |
73 | /// Joint definitions are used to construct joints. |
74 | struct b2JointDef |
75 | { |
76 | b2JointDef() |
77 | { |
78 | type = e_unknownJoint; |
79 | userData = NULL; |
80 | bodyA = NULL; |
81 | bodyB = NULL; |
82 | collideConnected = false; |
83 | } |
84 | |
85 | /// The joint type is set automatically for concrete joint types. |
86 | b2JointType type; |
87 | |
88 | /// Use this to attach application specific data to your joints. |
89 | void* userData; |
90 | |
91 | /// The first attached body. |
92 | b2Body* bodyA; |
93 | |
94 | /// The second attached body. |
95 | b2Body* bodyB; |
96 | |
97 | /// Set this flag to true if the attached bodies should collide. |
98 | bool collideConnected; |
99 | }; |
100 | |
101 | /// The base joint class. Joints are used to constraint two bodies together in |
102 | /// various fashions. Some joints also feature limits and motors. |
103 | class b2Joint |
104 | { |
105 | public: |
106 | |
107 | /// Get the type of the concrete joint. |
108 | b2JointType GetType() const; |
109 | |
110 | /// Get the first body attached to this joint. |
111 | b2Body* GetBodyA(); |
112 | |
113 | /// Get the second body attached to this joint. |
114 | b2Body* GetBodyB(); |
115 | |
116 | /// Get the anchor point on bodyA in world coordinates. |
117 | virtual b2Vec2 GetAnchorA() const = 0; |
118 | |
119 | /// Get the anchor point on bodyB in world coordinates. |
120 | virtual b2Vec2 GetAnchorB() const = 0; |
121 | |
122 | /// Get the reaction force on bodyB at the joint anchor in Newtons. |
123 | virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0; |
124 | |
125 | /// Get the reaction torque on bodyB in N*m. |
126 | virtual float32 GetReactionTorque(float32 inv_dt) const = 0; |
127 | |
128 | /// Get the next joint the world joint list. |
129 | b2Joint* GetNext(); |
130 | const b2Joint* GetNext() const; |
131 | |
132 | /// Get the user data pointer. |
133 | void* GetUserData() const; |
134 | |
135 | /// Set the user data pointer. |
136 | void SetUserData(void* data); |
137 | |
138 | /// Short-cut function to determine if either body is inactive. |
139 | bool IsActive() const; |
140 | |
141 | /// Get collide connected. |
142 | /// Note: modifying the collide connect flag won't work correctly because |
143 | /// the flag is only checked when fixture AABBs begin to overlap. |
144 | bool GetCollideConnected() const; |
145 | |
146 | /// Dump this joint to the log file. |
147 | virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n" ); } |
148 | |
149 | /// Shift the origin for any points stored in world coordinates. |
150 | virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin); } |
151 | |
152 | protected: |
153 | friend class b2World; |
154 | friend class b2Body; |
155 | friend class b2Island; |
156 | friend class b2GearJoint; |
157 | |
158 | static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator); |
159 | static void Destroy(b2Joint* joint, b2BlockAllocator* allocator); |
160 | |
161 | b2Joint(const b2JointDef* def); |
162 | virtual ~b2Joint() {} |
163 | |
164 | virtual void InitVelocityConstraints(const b2SolverData& data) = 0; |
165 | virtual void SolveVelocityConstraints(const b2SolverData& data) = 0; |
166 | |
167 | // This returns true if the position errors are within tolerance. |
168 | virtual bool SolvePositionConstraints(const b2SolverData& data) = 0; |
169 | |
170 | b2JointType m_type; |
171 | b2Joint* m_prev; |
172 | b2Joint* m_next; |
173 | b2JointEdge m_edgeA; |
174 | b2JointEdge m_edgeB; |
175 | b2Body* m_bodyA; |
176 | b2Body* m_bodyB; |
177 | |
178 | int32 m_index; |
179 | |
180 | bool m_islandFlag; |
181 | bool m_collideConnected; |
182 | |
183 | void* m_userData; |
184 | }; |
185 | |
186 | inline b2JointType b2Joint::GetType() const |
187 | { |
188 | return m_type; |
189 | } |
190 | |
191 | inline b2Body* b2Joint::GetBodyA() |
192 | { |
193 | return m_bodyA; |
194 | } |
195 | |
196 | inline b2Body* b2Joint::GetBodyB() |
197 | { |
198 | return m_bodyB; |
199 | } |
200 | |
201 | inline b2Joint* b2Joint::GetNext() |
202 | { |
203 | return m_next; |
204 | } |
205 | |
206 | inline const b2Joint* b2Joint::GetNext() const |
207 | { |
208 | return m_next; |
209 | } |
210 | |
211 | inline void* b2Joint::GetUserData() const |
212 | { |
213 | return m_userData; |
214 | } |
215 | |
216 | inline void b2Joint::SetUserData(void* data) |
217 | { |
218 | m_userData = data; |
219 | } |
220 | |
221 | inline bool b2Joint::GetCollideConnected() const |
222 | { |
223 | return m_collideConnected; |
224 | } |
225 | |
226 | #endif |
227 | |