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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_PRISMATIC_JOINT_H
-#define B2_PRISMATIC_JOINT_H
-
-#include "Box2D/Dynamics/Joints/b2Joint.h"
-
-/// Prismatic joint definition. This requires defining a line of
-/// motion using an axis and an anchor point. The definition uses local
-/// anchor points and a local axis so that the initial configuration
-/// can violate the constraint slightly. The joint translation is zero
-/// when the local anchor points coincide in world space. Using local
-/// anchors and a local axis helps when saving and loading a game.
-struct b2PrismaticJointDef : public b2JointDef
-{
- b2PrismaticJointDef()
- {
- type = e_prismaticJoint;
- localAnchorA.SetZero();
- localAnchorB.SetZero();
- localAxisA.Set(1.0f, 0.0f);
- referenceAngle = 0.0f;
- enableLimit = false;
- lowerTranslation = 0.0f;
- upperTranslation = 0.0f;
- enableMotor = false;
- maxMotorForce = 0.0f;
- motorSpeed = 0.0f;
- }
-
- /// Initialize the bodies, anchors, axis, and reference angle using the world
- /// anchor and unit world axis.
- void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
-
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
-
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
-
- /// The local translation unit axis in bodyA.
- b2Vec2 localAxisA;
-
- /// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
- float32 referenceAngle;
-
- /// Enable/disable the joint limit.
- bool enableLimit;
-
- /// The lower translation limit, usually in meters.
- float32 lowerTranslation;
-
- /// The upper translation limit, usually in meters.
- float32 upperTranslation;
-
- /// Enable/disable the joint motor.
- bool enableMotor;
-
- /// The maximum motor torque, usually in N-m.
- float32 maxMotorForce;
-
- /// The desired motor speed in radians per second.
- float32 motorSpeed;
-};
-
-/// A prismatic joint. This joint provides one degree of freedom: translation
-/// along an axis fixed in bodyA. Relative rotation is prevented. You can
-/// use a joint limit to restrict the range of motion and a joint motor to
-/// drive the motion or to model joint friction.
-class b2PrismaticJoint : 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; }
-
- /// The local joint axis relative to bodyA.
- const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
-
- /// Get the reference angle.
- float32 GetReferenceAngle() const { return m_referenceAngle; }
-
- /// Get the current joint translation, usually in meters.
- float32 GetJointTranslation() const;
-
- /// Get the current joint translation speed, usually in meters per second.
- float32 GetJointSpeed() const;
-
- /// Is the joint limit enabled?
- bool IsLimitEnabled() const;
-
- /// Enable/disable the joint limit.
- void EnableLimit(bool flag);
-
- /// Get the lower joint limit, usually in meters.
- float32 GetLowerLimit() const;
-
- /// Get the upper joint limit, usually in meters.
- float32 GetUpperLimit() const;
-
- /// Set the joint limits, usually in meters.
- void SetLimits(float32 lower, float32 upper);
-
- /// Is the joint motor enabled?
- bool IsMotorEnabled() const;
-
- /// Enable/disable the joint motor.
- void EnableMotor(bool flag);
-
- /// Set the motor speed, usually in meters per second.
- void SetMotorSpeed(float32 speed);
-
- /// Get the motor speed, usually in meters per second.
- float32 GetMotorSpeed() const;
-
- /// Set the maximum motor force, usually in N.
- void SetMaxMotorForce(float32 force);
- float32 GetMaxMotorForce() const { return m_maxMotorForce; }
-
- /// Get the current motor force given the inverse time step, usually in N.
- float32 GetMotorForce(float32 inv_dt) const;
-
- /// Dump to b2Log
- void Dump() override;
-
-protected:
- friend class b2Joint;
- friend class b2GearJoint;
- b2PrismaticJoint(const b2PrismaticJointDef* def);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- b2Vec2 m_localXAxisA;
- b2Vec2 m_localYAxisA;
- float32 m_referenceAngle;
- b2Vec3 m_impulse;
- float32 m_motorImpulse;
- float32 m_lowerTranslation;
- float32 m_upperTranslation;
- float32 m_maxMotorForce;
- float32 m_motorSpeed;
- bool m_enableLimit;
- bool m_enableMotor;
- b2LimitState m_limitState;
-
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- b2Vec2 m_axis, m_perp;
- float32 m_s1, m_s2;
- float32 m_a1, m_a2;
- b2Mat33 m_K;
- float32 m_motorMass;
-};
-
-inline float32 b2PrismaticJoint::GetMotorSpeed() const
-{
- return m_motorSpeed;
-}
-
-#endif