| 1 | /* | 
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| 2 | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org | 
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| 3 | * | 
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| 4 | * This software is provided 'as-is', without any express or implied | 
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| 5 | * warranty.  In no event will the authors be held liable for any damages | 
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| 6 | * arising from the use of this software. | 
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| 7 | * Permission is granted to anyone to use this software for any purpose, | 
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| 8 | * including commercial applications, and to alter it and redistribute it | 
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| 9 | * freely, subject to the following restrictions: | 
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| 10 | * 1. The origin of this software must not be misrepresented; you must not | 
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| 11 | * claim that you wrote the original software. If you use this software | 
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| 12 | * in a product, an acknowledgment in the product documentation would be | 
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| 13 | * appreciated but is not required. | 
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| 14 | * 2. Altered source versions must be plainly marked as such, and must not be | 
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| 15 | * misrepresented as being the original software. | 
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| 16 | * 3. This notice may not be removed or altered from any source distribution. | 
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| 17 | */ | 
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| 18 |  | 
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| 19 | #ifndef B2_JOINT_H | 
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| 20 | #define B2_JOINT_H | 
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| 21 |  | 
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| 22 | #include <Box2D/Common/b2Math.h> | 
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| 23 |  | 
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| 24 | class b2Body; | 
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| 25 | class b2Joint; | 
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| 26 | struct b2SolverData; | 
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| 27 | class b2BlockAllocator; | 
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| 28 |  | 
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| 29 | enum b2JointType | 
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| 30 | { | 
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| 31 | e_unknownJoint, | 
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| 32 | e_revoluteJoint, | 
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| 33 | e_prismaticJoint, | 
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| 34 | e_distanceJoint, | 
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| 35 | e_pulleyJoint, | 
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| 36 | e_mouseJoint, | 
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| 37 | e_gearJoint, | 
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| 38 | e_wheelJoint, | 
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| 39 | e_weldJoint, | 
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| 40 | e_frictionJoint, | 
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| 41 | e_ropeJoint, | 
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| 42 | e_motorJoint | 
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| 43 | }; | 
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| 44 |  | 
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| 45 | enum b2LimitState | 
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| 46 | { | 
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| 47 | e_inactiveLimit, | 
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| 48 | e_atLowerLimit, | 
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| 49 | e_atUpperLimit, | 
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| 50 | e_equalLimits | 
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| 51 | }; | 
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| 52 |  | 
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| 53 | struct b2Jacobian | 
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| 54 | { | 
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| 55 | b2Vec2 linear; | 
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| 56 | float32 angularA; | 
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| 57 | float32 angularB; | 
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| 58 | }; | 
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| 59 |  | 
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| 60 | /// A joint edge is used to connect bodies and joints together | 
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| 61 | /// in a joint graph where each body is a node and each joint | 
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| 62 | /// is an edge. A joint edge belongs to a doubly linked list | 
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| 63 | /// maintained in each attached body. Each joint has two joint | 
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| 64 | /// nodes, one for each attached body. | 
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| 65 | struct b2JointEdge | 
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| 66 | { | 
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| 67 | b2Body* other;			///< provides quick access to the other body attached. | 
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| 68 | b2Joint* joint;			///< the joint | 
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| 69 | b2JointEdge* prev;		///< the previous joint edge in the body's joint list | 
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| 70 | b2JointEdge* next;		///< the next joint edge in the body's joint list | 
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| 71 | }; | 
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| 72 |  | 
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| 73 | /// Joint definitions are used to construct joints. | 
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| 74 | struct b2JointDef | 
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| 75 | { | 
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| 76 | b2JointDef() | 
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| 77 | { | 
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| 78 | type = e_unknownJoint; | 
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| 79 | userData = NULL; | 
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| 80 | bodyA = NULL; | 
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| 81 | bodyB = NULL; | 
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| 82 | collideConnected = false; | 
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| 83 | } | 
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| 84 |  | 
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| 85 | /// The joint type is set automatically for concrete joint types. | 
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| 86 | b2JointType type; | 
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| 87 |  | 
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| 88 | /// Use this to attach application specific data to your joints. | 
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| 89 | void* userData; | 
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| 90 |  | 
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| 91 | /// The first attached body. | 
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| 92 | b2Body* bodyA; | 
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| 93 |  | 
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| 94 | /// The second attached body. | 
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| 95 | b2Body* bodyB; | 
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| 96 |  | 
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| 97 | /// Set this flag to true if the attached bodies should collide. | 
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| 98 | bool collideConnected; | 
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| 99 | }; | 
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| 100 |  | 
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| 101 | /// The base joint class. Joints are used to constraint two bodies together in | 
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| 102 | /// various fashions. Some joints also feature limits and motors. | 
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| 103 | class b2Joint | 
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| 104 | { | 
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| 105 | public: | 
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| 106 |  | 
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| 107 | /// Get the type of the concrete joint. | 
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| 108 | b2JointType GetType() const; | 
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| 109 |  | 
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| 110 | /// Get the first body attached to this joint. | 
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| 111 | b2Body* GetBodyA(); | 
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| 112 |  | 
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| 113 | /// Get the second body attached to this joint. | 
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| 114 | b2Body* GetBodyB(); | 
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| 115 |  | 
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| 116 | /// Get the anchor point on bodyA in world coordinates. | 
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| 117 | virtual b2Vec2 GetAnchorA() const = 0; | 
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| 118 |  | 
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| 119 | /// Get the anchor point on bodyB in world coordinates. | 
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| 120 | virtual b2Vec2 GetAnchorB() const = 0; | 
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| 121 |  | 
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| 122 | /// Get the reaction force on bodyB at the joint anchor in Newtons. | 
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| 123 | virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0; | 
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| 124 |  | 
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| 125 | /// Get the reaction torque on bodyB in N*m. | 
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| 126 | virtual float32 GetReactionTorque(float32 inv_dt) const = 0; | 
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| 127 |  | 
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| 128 | /// Get the next joint the world joint list. | 
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| 129 | b2Joint* GetNext(); | 
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| 130 | const b2Joint* GetNext() const; | 
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| 131 |  | 
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| 132 | /// Get the user data pointer. | 
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| 133 | void* GetUserData() const; | 
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| 134 |  | 
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| 135 | /// Set the user data pointer. | 
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| 136 | void SetUserData(void* data); | 
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| 137 |  | 
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| 138 | /// Short-cut function to determine if either body is inactive. | 
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| 139 | bool IsActive() const; | 
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| 140 |  | 
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| 141 | /// Get collide connected. | 
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| 142 | /// Note: modifying the collide connect flag won't work correctly because | 
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| 143 | /// the flag is only checked when fixture AABBs begin to overlap. | 
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| 144 | bool GetCollideConnected() const; | 
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| 145 |  | 
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| 146 | /// Dump this joint to the log file. | 
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| 147 | virtual void Dump() { b2Log( "// Dump is not supported for this joint type.\n"); } | 
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| 148 |  | 
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| 149 | /// Shift the origin for any points stored in world coordinates. | 
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| 150 | virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin);  } | 
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| 151 |  | 
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| 152 | protected: | 
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| 153 | friend class b2World; | 
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| 154 | friend class b2Body; | 
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| 155 | friend class b2Island; | 
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| 156 | friend class b2GearJoint; | 
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| 157 |  | 
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| 158 | static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator); | 
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| 159 | static void Destroy(b2Joint* joint, b2BlockAllocator* allocator); | 
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| 160 |  | 
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| 161 | b2Joint(const b2JointDef* def); | 
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| 162 | virtual ~b2Joint() {} | 
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| 163 |  | 
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| 164 | virtual void InitVelocityConstraints(const b2SolverData& data) = 0; | 
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| 165 | virtual void SolveVelocityConstraints(const b2SolverData& data) = 0; | 
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| 166 |  | 
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| 167 | // This returns true if the position errors are within tolerance. | 
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| 168 | virtual bool SolvePositionConstraints(const b2SolverData& data) = 0; | 
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| 169 |  | 
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| 170 | b2JointType m_type; | 
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| 171 | b2Joint* m_prev; | 
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| 172 | b2Joint* m_next; | 
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| 173 | b2JointEdge m_edgeA; | 
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| 174 | b2JointEdge m_edgeB; | 
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| 175 | b2Body* m_bodyA; | 
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| 176 | b2Body* m_bodyB; | 
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| 177 |  | 
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| 178 | int32 m_index; | 
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| 179 |  | 
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| 180 | bool m_islandFlag; | 
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| 181 | bool m_collideConnected; | 
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| 182 |  | 
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| 183 | void* m_userData; | 
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| 184 | }; | 
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| 185 |  | 
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| 186 | inline b2JointType b2Joint::GetType() const | 
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| 187 | { | 
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| 188 | return m_type; | 
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| 189 | } | 
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| 190 |  | 
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| 191 | inline b2Body* b2Joint::GetBodyA() | 
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| 192 | { | 
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| 193 | return m_bodyA; | 
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| 194 | } | 
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| 195 |  | 
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| 196 | inline b2Body* b2Joint::GetBodyB() | 
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| 197 | { | 
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| 198 | return m_bodyB; | 
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| 199 | } | 
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| 200 |  | 
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| 201 | inline b2Joint* b2Joint::GetNext() | 
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| 202 | { | 
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| 203 | return m_next; | 
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| 204 | } | 
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| 205 |  | 
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| 206 | inline const b2Joint* b2Joint::GetNext() const | 
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| 207 | { | 
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| 208 | return m_next; | 
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| 209 | } | 
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| 210 |  | 
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| 211 | inline void* b2Joint::GetUserData() const | 
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| 212 | { | 
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| 213 | return m_userData; | 
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| 214 | } | 
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| 215 |  | 
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| 216 | inline void b2Joint::SetUserData(void* data) | 
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| 217 | { | 
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| 218 | m_userData = data; | 
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| 219 | } | 
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| 220 |  | 
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| 221 | inline bool b2Joint::GetCollideConnected() const | 
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| 222 | { | 
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| 223 | return m_collideConnected; | 
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| 224 | } | 
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| 225 |  | 
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| 226 | #endif | 
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| 227 |  | 
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