| 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 | |