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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_PULLEY_JOINT_H
+#define B2_PULLEY_JOINT_H
+
+#include "b2_api.h"
+#include "b2_joint.h"
+
+const float b2_minPulleyLength = 2.0f;
+
+/// Pulley joint definition. This requires two ground anchors,
+/// two dynamic body anchor points, and a pulley ratio.
+struct B2_API b2PulleyJointDef : public b2JointDef
+{
+ b2PulleyJointDef()
+ {
+ type = e_pulleyJoint;
+ groundAnchorA.Set(-1.0f, 1.0f);
+ groundAnchorB.Set(1.0f, 1.0f);
+ localAnchorA.Set(-1.0f, 0.0f);
+ localAnchorB.Set(1.0f, 0.0f);
+ lengthA = 0.0f;
+ lengthB = 0.0f;
+ ratio = 1.0f;
+ collideConnected = true;
+ }
+
+ /// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
+ void Initialize(b2Body* bodyA, b2Body* bodyB,
+ const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
+ const b2Vec2& anchorA, const b2Vec2& anchorB,
+ float ratio);
+
+ /// The first ground anchor in world coordinates. This point never moves.
+ b2Vec2 groundAnchorA;
+
+ /// The second ground anchor in world coordinates. This point never moves.
+ b2Vec2 groundAnchorB;
+
+ /// The local anchor point relative to bodyA's origin.
+ b2Vec2 localAnchorA;
+
+ /// The local anchor point relative to bodyB's origin.
+ b2Vec2 localAnchorB;
+
+ /// The a reference length for the segment attached to bodyA.
+ float lengthA;
+
+ /// The a reference length for the segment attached to bodyB.
+ float lengthB;
+
+ /// The pulley ratio, used to simulate a block-and-tackle.
+ float ratio;
+};
+
+/// The pulley joint is connected to two bodies and two fixed ground points.
+/// The pulley supports a ratio such that:
+/// length1 + ratio * length2 <= constant
+/// Yes, the force transmitted is scaled by the ratio.
+/// Warning: the pulley joint can get a bit squirrelly by itself. They often
+/// work better when combined with prismatic joints. You should also cover the
+/// the anchor points with static shapes to prevent one side from going to
+/// zero length.
+class B2_API b2PulleyJoint : 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;
+
+ /// Get the first ground anchor.
+ b2Vec2 GetGroundAnchorA() const;
+
+ /// Get the second ground anchor.
+ b2Vec2 GetGroundAnchorB() const;
+
+ /// Get the current length of the segment attached to bodyA.
+ float GetLengthA() const;
+
+ /// Get the current length of the segment attached to bodyB.
+ float GetLengthB() const;
+
+ /// Get the pulley ratio.
+ float GetRatio() const;
+
+ /// Get the current length of the segment attached to bodyA.
+ float GetCurrentLengthA() const;
+
+ /// Get the current length of the segment attached to bodyB.
+ float GetCurrentLengthB() const;
+
+ /// Dump joint to dmLog
+ void Dump() override;
+
+ /// Implement b2Joint::ShiftOrigin
+ void ShiftOrigin(const b2Vec2& newOrigin) override;
+
+protected:
+
+ friend class b2Joint;
+ b2PulleyJoint(const b2PulleyJointDef* data);
+
+ void InitVelocityConstraints(const b2SolverData& data) override;
+ void SolveVelocityConstraints(const b2SolverData& data) override;
+ bool SolvePositionConstraints(const b2SolverData& data) override;
+
+ b2Vec2 m_groundAnchorA;
+ b2Vec2 m_groundAnchorB;
+ float m_lengthA;
+ float m_lengthB;
+
+ // Solver shared
+ b2Vec2 m_localAnchorA;
+ b2Vec2 m_localAnchorB;
+ float m_constant;
+ float m_ratio;
+ float m_impulse;
+
+ // Solver temp
+ int32 m_indexA;
+ int32 m_indexB;
+ b2Vec2 m_uA;
+ b2Vec2 m_uB;
+ b2Vec2 m_rA;
+ b2Vec2 m_rB;
+ b2Vec2 m_localCenterA;
+ b2Vec2 m_localCenterB;
+ float m_invMassA;
+ float m_invMassB;
+ float m_invIA;
+ float m_invIB;
+ float m_mass;
+};
+
+#endif