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Diffstat (limited to 'Client/ThirdParty/Box2D/include/box2d/b2_revolute_joint.h')
-rw-r--r-- | Client/ThirdParty/Box2D/include/box2d/b2_revolute_joint.h | 211 |
1 files changed, 211 insertions, 0 deletions
diff --git a/Client/ThirdParty/Box2D/include/box2d/b2_revolute_joint.h b/Client/ThirdParty/Box2D/include/box2d/b2_revolute_joint.h new file mode 100644 index 0000000..36ad531 --- /dev/null +++ b/Client/ThirdParty/Box2D/include/box2d/b2_revolute_joint.h @@ -0,0 +1,211 @@ +// 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 |