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Diffstat (limited to 'src/libjin/3rdparty/Box2D/Dynamics/Joints/b2PrismaticJoint.h')
-rw-r--r-- | src/libjin/3rdparty/Box2D/Dynamics/Joints/b2PrismaticJoint.h | 196 |
1 files changed, 0 insertions, 196 deletions
diff --git a/src/libjin/3rdparty/Box2D/Dynamics/Joints/b2PrismaticJoint.h b/src/libjin/3rdparty/Box2D/Dynamics/Joints/b2PrismaticJoint.h deleted file mode 100644 index 131dffd..0000000 --- a/src/libjin/3rdparty/Box2D/Dynamics/Joints/b2PrismaticJoint.h +++ /dev/null @@ -1,196 +0,0 @@ -/* -* 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 |