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-/*
-* Copyright (c) 2006-2011 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_WELD_JOINT_H
-#define B2_WELD_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Weld joint definition. You need to specify local anchor points
-/// where they are attached and the relative body angle. The position
-/// of the anchor points is important for computing the reaction torque.
-struct b2WeldJointDef : public b2JointDef
-{
- b2WeldJointDef()
- {
- type = e_weldJoint;
- localAnchorA.Set(0.0f, 0.0f);
- localAnchorB.Set(0.0f, 0.0f);
- referenceAngle = 0.0f;
- frequencyHz = 0.0f;
- dampingRatio = 0.0f;
- }
-
- /// Initialize the bodies, anchors, and reference angle using a world
- /// anchor point.
- void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The bodyB angle minus bodyA angle in the reference state (radians).
- float32 referenceAngle;
-
- /// The mass-spring-damper frequency in Hertz. Rotation only.
- /// Disable softness with a value of 0.
- float32 frequencyHz;
-
- /// The damping ratio. 0 = no damping, 1 = critical damping.
- float32 dampingRatio;
-};
-
-/// A weld joint essentially glues two bodies together. A weld joint may
-/// distort somewhat because the island constraint solver is approximate.
-class b2WeldJoint : public b2Joint
-{
-public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
-
- b2Vec2 GetReactionForce(float32 inv_dt) const override;
- 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; }
-
- /// Get the reference angle.
- float32 GetReferenceAngle() const { return m_referenceAngle; }
-
- /// Set/get frequency in Hz.
- void SetFrequency(float32 hz) { m_frequencyHz = hz; }
- float32 GetFrequency() const { return m_frequencyHz; }
-
- /// Set/get damping ratio.
- void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; }
- float32 GetDampingRatio() const { return m_dampingRatio; }
-
- /// Dump to b2Log
- void Dump() override;
-
-protected:
-
- friend class b2Joint;
-
- b2WeldJoint(const b2WeldJointDef* def);
-
- 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_referenceAngle;
- float32 m_gamma;
- b2Vec3 m_impulse;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- b2Mat33 m_mass;
-};
-
-#endif