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+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_PRISMATIC_JOINT_H
+#define B2_PRISMATIC_JOINT_H
+
+#include "b2_api.h"
+#include "b2_joint.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 B2_API 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.
+ float referenceAngle;
+
+ /// Enable/disable the joint limit.
+ bool enableLimit;
+
+ /// The lower translation limit, usually in meters.
+ float lowerTranslation;
+
+ /// The upper translation limit, usually in meters.
+ float upperTranslation;
+
+ /// Enable/disable the joint motor.
+ bool enableMotor;
+
+ /// The maximum motor torque, usually in N-m.
+ float maxMotorForce;
+
+ /// The desired motor speed in radians per second.
+ float 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 B2_API b2PrismaticJoint : public b2Joint
+{
+public:
+ b2Vec2 GetAnchorA() const override;
+ b2Vec2 GetAnchorB() const override;
+
+ b2Vec2 GetReactionForce(float inv_dt) const override;
+ float GetReactionTorque(float 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.
+ float GetReferenceAngle() const { return m_referenceAngle; }
+
+ /// Get the current joint translation, usually in meters.
+ float GetJointTranslation() const;
+
+ /// Get the current joint translation speed, usually in meters per second.
+ float 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.
+ float GetLowerLimit() const;
+
+ /// Get the upper joint limit, usually in meters.
+ float GetUpperLimit() const;
+
+ /// Set the joint limits, usually in meters.
+ void SetLimits(float lower, float 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(float speed);
+
+ /// Get the motor speed, usually in meters per second.
+ float GetMotorSpeed() const;
+
+ /// Set the maximum motor force, usually in N.
+ void SetMaxMotorForce(float force);
+ float GetMaxMotorForce() const { return m_maxMotorForce; }
+
+ /// Get the current motor force given the inverse time step, usually in N.
+ float GetMotorForce(float inv_dt) const;
+
+ /// Dump to b2Log
+ void Dump() override;
+
+ ///
+ void Draw(b2Draw* draw) const 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;
+
+ b2Vec2 m_localAnchorA;
+ b2Vec2 m_localAnchorB;
+ b2Vec2 m_localXAxisA;
+ b2Vec2 m_localYAxisA;
+ float m_referenceAngle;
+ b2Vec2 m_impulse;
+ float m_motorImpulse;
+ float m_lowerImpulse;
+ float m_upperImpulse;
+ float m_lowerTranslation;
+ float m_upperTranslation;
+ float m_maxMotorForce;
+ float m_motorSpeed;
+ bool m_enableLimit;
+ bool m_enableMotor;
+
+ // Solver temp
+ int32 m_indexA;
+ int32 m_indexB;
+ b2Vec2 m_localCenterA;
+ b2Vec2 m_localCenterB;
+ float m_invMassA;
+ float m_invMassB;
+ float m_invIA;
+ float m_invIB;
+ b2Vec2 m_axis, m_perp;
+ float m_s1, m_s2;
+ float m_a1, m_a2;
+ b2Mat22 m_K;
+ float m_translation;
+ float m_axialMass;
+};
+
+inline float b2PrismaticJoint::GetMotorSpeed() const
+{
+ return m_motorSpeed;
+}
+
+#endif