/* * 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_ROPE_JOINT_H #define B2_ROPE_JOINT_H #include /// Rope joint definition. This requires two body anchor points and /// a maximum lengths. /// Note: by default the connected objects will not collide. /// see collideConnected in b2JointDef. struct b2RopeJointDef : public b2JointDef { b2RopeJointDef() { type = e_ropeJoint; localAnchorA.Set(-1.0f, 0.0f); localAnchorB.Set(1.0f, 0.0f); maxLength = 0.0f; } /// The local anchor point relative to bodyA's origin. b2Vec2 localAnchorA; /// The local anchor point relative to bodyB's origin. b2Vec2 localAnchorB; /// The maximum length of the rope. /// Warning: this must be larger than b2_linearSlop or /// the joint will have no effect. float32 maxLength; }; /// A rope joint enforces a maximum distance between two points /// on two bodies. It has no other effect. /// Warning: if you attempt to change the maximum length during /// the simulation you will get some non-physical behavior. /// A model that would allow you to dynamically modify the length /// would have some sponginess, so I chose not to implement it /// that way. See b2DistanceJoint if you want to dynamically /// control length. class b2RopeJoint : public b2Joint { public: b2Vec2 GetAnchorA() const; b2Vec2 GetAnchorB() const; b2Vec2 GetReactionForce(float32 inv_dt) const; float32 GetReactionTorque(float32 inv_dt) const; /// 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; } /// Set/Get the maximum length of the rope. void SetMaxLength(float32 length) { m_maxLength = length; } float32 GetMaxLength() const; b2LimitState GetLimitState() const; /// Dump joint to dmLog void Dump(); protected: friend class b2Joint; b2RopeJoint(const b2RopeJointDef* data); void InitVelocityConstraints(const b2SolverData& data); void SolveVelocityConstraints(const b2SolverData& data); bool SolvePositionConstraints(const b2SolverData& data); // Solver shared b2Vec2 m_localAnchorA; b2Vec2 m_localAnchorB; float32 m_maxLength; float32 m_length; float32 m_impulse; // Solver temp int32 m_indexA; int32 m_indexB; b2Vec2 m_u; b2Vec2 m_rA; b2Vec2 m_rB; b2Vec2 m_localCenterA; b2Vec2 m_localCenterB; float32 m_invMassA; float32 m_invMassB; float32 m_invIA; float32 m_invIB; float32 m_mass; b2LimitState m_state; }; #endif