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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