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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_REVOLUTE_JOINT_H
+#define B2_REVOLUTE_JOINT_H
+
+#include "b2_api.h"
+#include "b2_joint.h"
+
+/// Revolute joint definition. This requires defining an anchor point where the
+/// bodies are joined. The definition uses local anchor points so that the
+/// initial configuration can violate the constraint slightly. You also need to
+/// specify the initial relative angle for joint limits. This helps when saving
+/// and loading a game.
+/// The local anchor points are measured from the body's origin
+/// rather than the center of mass because:
+/// 1. you might not know where the center of mass will be.
+/// 2. if you add/remove shapes from a body and recompute the mass,
+/// the joints will be broken.
+struct B2_API b2RevoluteJointDef : public b2JointDef
+{
+ b2RevoluteJointDef()
+ {
+ type = e_revoluteJoint;
+ localAnchorA.Set(0.0f, 0.0f);
+ localAnchorB.Set(0.0f, 0.0f);
+ referenceAngle = 0.0f;
+ lowerAngle = 0.0f;
+ upperAngle = 0.0f;
+ maxMotorTorque = 0.0f;
+ motorSpeed = 0.0f;
+ enableLimit = false;
+ enableMotor = false;
+ }
+
+ /// Initialize the bodies, anchors, and reference angle using a world
+ /// anchor point.
+ void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
+
+ /// The local anchor point relative to bodyA's origin.
+ b2Vec2 localAnchorA;
+
+ /// The local anchor point relative to bodyB's origin.
+ b2Vec2 localAnchorB;
+
+ /// The bodyB angle minus bodyA angle in the reference state (radians).
+ float referenceAngle;
+
+ /// A flag to enable joint limits.
+ bool enableLimit;
+
+ /// The lower angle for the joint limit (radians).
+ float lowerAngle;
+
+ /// The upper angle for the joint limit (radians).
+ float upperAngle;
+
+ /// A flag to enable the joint motor.
+ bool enableMotor;
+
+ /// The desired motor speed. Usually in radians per second.
+ float motorSpeed;
+
+ /// The maximum motor torque used to achieve the desired motor speed.
+ /// Usually in N-m.
+ float maxMotorTorque;
+};
+
+/// A revolute joint constrains two bodies to share a common point while they
+/// are free to rotate about the point. The relative rotation about the shared
+/// point is the joint angle. You can limit the relative rotation with
+/// a joint limit that specifies a lower and upper angle. You can use a motor
+/// to drive the relative rotation about the shared point. A maximum motor torque
+/// is provided so that infinite forces are not generated.
+class B2_API b2RevoluteJoint : public b2Joint
+{
+public:
+ b2Vec2 GetAnchorA() const override;
+ b2Vec2 GetAnchorB() 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; }
+
+ /// Get the reference angle.
+ float GetReferenceAngle() const { return m_referenceAngle; }
+
+ /// Get the current joint angle in radians.
+ float GetJointAngle() const;
+
+ /// Get the current joint angle speed in radians 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 in radians.
+ float GetLowerLimit() const;
+
+ /// Get the upper joint limit in radians.
+ float GetUpperLimit() const;
+
+ /// Set the joint limits in radians.
+ 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 in radians per second.
+ void SetMotorSpeed(float speed);
+
+ /// Get the motor speed in radians per second.
+ float GetMotorSpeed() const;
+
+ /// Set the maximum motor torque, usually in N-m.
+ void SetMaxMotorTorque(float torque);
+ float GetMaxMotorTorque() const { return m_maxMotorTorque; }
+
+ /// Get the reaction force given the inverse time step.
+ /// Unit is N.
+ b2Vec2 GetReactionForce(float inv_dt) const override;
+
+ /// Get the reaction torque due to the joint limit given the inverse time step.
+ /// Unit is N*m.
+ float GetReactionTorque(float inv_dt) const override;
+
+ /// Get the current motor torque given the inverse time step.
+ /// Unit is N*m.
+ float GetMotorTorque(float inv_dt) const;
+
+ /// Dump to b2Log.
+ void Dump() override;
+
+ ///
+ void Draw(b2Draw* draw) const override;
+
+protected:
+
+ friend class b2Joint;
+ friend class b2GearJoint;
+
+ b2RevoluteJoint(const b2RevoluteJointDef* 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_impulse;
+ float m_motorImpulse;
+ float m_lowerImpulse;
+ float m_upperImpulse;
+ bool m_enableMotor;
+ float m_maxMotorTorque;
+ float m_motorSpeed;
+ bool m_enableLimit;
+ float m_referenceAngle;
+ float m_lowerAngle;
+ float m_upperAngle;
+
+ // Solver temp
+ int32 m_indexA;
+ int32 m_indexB;
+ b2Vec2 m_rA;
+ b2Vec2 m_rB;
+ b2Vec2 m_localCenterA;
+ b2Vec2 m_localCenterB;
+ float m_invMassA;
+ float m_invMassB;
+ float m_invIA;
+ float m_invIB;
+ b2Mat22 m_K;
+ float m_angle;
+ float m_axialMass;
+};
+
+inline float b2RevoluteJoint::GetMotorSpeed() const
+{
+ return m_motorSpeed;
+}
+
+#endif