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-/*
-* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
-*
-* 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_DISTANCE_JOINT_H
-#define B2_DISTANCE_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Distance joint definition. This requires defining an
-/// anchor point on both bodies and the non-zero length of the
-/// distance joint. The definition uses local anchor points
-/// so that the initial configuration can violate the constraint
-/// slightly. This helps when saving and loading a game.
-/// @warning Do not use a zero or short length.
-struct b2DistanceJointDef : public b2JointDef
-{
- b2DistanceJointDef()
- {
- type = e_distanceJoint;
- localAnchorA.Set(0.0f, 0.0f);
- localAnchorB.Set(0.0f, 0.0f);
- length = 1.0f;
- frequencyHz = 0.0f;
- dampingRatio = 0.0f;
- }
-
- /// Initialize the bodies, anchors, and length using the world
- /// anchors.
- void Initialize(b2Body* bodyA, b2Body* bodyB,
- const b2Vec2& anchorA, const b2Vec2& anchorB);
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The natural length between the anchor points.
- float32 length;
-
- /// The mass-spring-damper frequency in Hertz. A value of 0
- /// disables softness.
- float32 frequencyHz;
-
- /// The damping ratio. 0 = no damping, 1 = critical damping.
- float32 dampingRatio;
-};
-
-/// A distance joint constrains two points on two bodies
-/// to remain at a fixed distance from each other. You can view
-/// this as a massless, rigid rod.
-class b2DistanceJoint : public b2Joint
-{
-public:
-
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- /// Get the reaction force given the inverse time step.
- /// Unit is N.
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
-
- /// Get the reaction torque given the inverse time step.
- /// Unit is N*m. This is always zero for a distance joint.
- float32 GetReactionTorque(float32 inv_dt) const override;
-
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
-
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
-
- /// Set/get the natural length.
- /// Manipulating the length can lead to non-physical behavior when the frequency is zero.
- void SetLength(float32 length);
- float32 GetLength() const;
-
- /// Set/get frequency in Hz.
- void SetFrequency(float32 hz);
- float32 GetFrequency() const;
-
- /// Set/get damping ratio.
- void SetDampingRatio(float32 ratio);
- float32 GetDampingRatio() const;
-
- /// Dump joint to dmLog
- void Dump() override;
-
-protected:
-
- friend class b2Joint;
- b2DistanceJoint(const b2DistanceJointDef* data);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- float32 m_frequencyHz;
- float32 m_dampingRatio;
- float32 m_bias;
-
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- float32 m_gamma;
- float32 m_impulse;
- float32 m_length;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_u;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- float32 m_mass;
-};
-
-inline void b2DistanceJoint::SetLength(float32 length)
-{
- m_length = length;
-}
-
-inline float32 b2DistanceJoint::GetLength() const
-{
- return m_length;
-}
-
-inline void b2DistanceJoint::SetFrequency(float32 hz)
-{
- m_frequencyHz = hz;
-}
-
-inline float32 b2DistanceJoint::GetFrequency() const
-{
- return m_frequencyHz;
-}
-
-inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
-{
- m_dampingRatio = ratio;
-}
-
-inline float32 b2DistanceJoint::GetDampingRatio() const
-{
- return m_dampingRatio;
-}
-
-#endif