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1 /*
2 * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty.  In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 * Permission is granted to anyone to use this software for any purpose,
8 * including commercial applications, and to alter it and redistribute it
9 * freely, subject to the following restrictions:
10 * 1. The origin of this software must not be misrepresented; you must not
11 * claim that you wrote the original software. If you use this software
12 * in a product, an acknowledgment in the product documentation would be
13 * appreciated but is not required.
14 * 2. Altered source versions must be plainly marked as such, and must not be
15 * misrepresented as being the original software.
16 * 3. This notice may not be removed or altered from any source distribution.
17 */
18 
19 #ifndef B2_DISTANCE_JOINT_H
20 #define B2_DISTANCE_JOINT_H
21 
22 #include <Box2D/Dynamics/Joints/b2Joint.h>
23 
24 /// Distance joint definition. This requires defining an
25 /// anchor point on both bodies and the non-zero length of the
26 /// distance joint. The definition uses local anchor points
27 /// so that the initial configuration can violate the constraint
28 /// slightly. This helps when saving and loading a game.
29 /// @warning Do not use a zero or short length.
30 struct b2DistanceJointDef : public b2JointDef
31 {
b2DistanceJointDefb2DistanceJointDef32 	b2DistanceJointDef()
33 	{
34 		type = e_distanceJoint;
35 		localAnchorA.Set(0.0f, 0.0f);
36 		localAnchorB.Set(0.0f, 0.0f);
37 		length = 1.0f;
38 		frequencyHz = 0.0f;
39 		dampingRatio = 0.0f;
40 	}
41 
42 	/// Initialize the bodies, anchors, and length using the world
43 	/// anchors.
44 	void Initialize(b2Body* bodyA, b2Body* bodyB,
45 					const b2Vec2& anchorA, const b2Vec2& anchorB);
46 
47 	/// The local anchor point relative to bodyA's origin.
48 	b2Vec2 localAnchorA;
49 
50 	/// The local anchor point relative to bodyB's origin.
51 	b2Vec2 localAnchorB;
52 
53 	/// The natural length between the anchor points.
54 	float32 length;
55 
56 	/// The mass-spring-damper frequency in Hertz. A value of 0
57 	/// disables softness.
58 	float32 frequencyHz;
59 
60 	/// The damping ratio. 0 = no damping, 1 = critical damping.
61 	float32 dampingRatio;
62 };
63 
64 /// A distance joint constrains two points on two bodies
65 /// to remain at a fixed distance from each other. You can view
66 /// this as a massless, rigid rod.
67 class b2DistanceJoint : public b2Joint
68 {
69 public:
70 
71 	b2Vec2 GetAnchorA() const;
72 	b2Vec2 GetAnchorB() const;
73 
74 	/// Get the reaction force given the inverse time step.
75 	/// Unit is N.
76 	b2Vec2 GetReactionForce(float32 inv_dt) const;
77 
78 	/// Get the reaction torque given the inverse time step.
79 	/// Unit is N*m. This is always zero for a distance joint.
80 	float32 GetReactionTorque(float32 inv_dt) const;
81 
82 	/// The local anchor point relative to bodyA's origin.
GetLocalAnchorA()83 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
84 
85 	/// The local anchor point relative to bodyB's origin.
GetLocalAnchorB()86 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
87 
88 	/// Set/get the natural length.
89 	/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
90 	void SetLength(float32 length);
91 	float32 GetLength() const;
92 
93 	/// Set/get frequency in Hz.
94 	void SetFrequency(float32 hz);
95 	float32 GetFrequency() const;
96 
97 	/// Set/get damping ratio.
98 	void SetDampingRatio(float32 ratio);
99 	float32 GetDampingRatio() const;
100 
101 	/// Dump joint to dmLog
102 	void Dump();
103 
104 protected:
105 
106 	friend class b2Joint;
107 	b2DistanceJoint(const b2DistanceJointDef* data);
108 
109 	void InitVelocityConstraints(const b2SolverData& data);
110 	void SolveVelocityConstraints(const b2SolverData& data);
111 	bool SolvePositionConstraints(const b2SolverData& data);
112 
113 	float32 m_frequencyHz;
114 	float32 m_dampingRatio;
115 	float32 m_bias;
116 
117 	// Solver shared
118 	b2Vec2 m_localAnchorA;
119 	b2Vec2 m_localAnchorB;
120 	float32 m_gamma;
121 	float32 m_impulse;
122 	float32 m_length;
123 
124 	// Solver temp
125 	int32 m_indexA;
126 	int32 m_indexB;
127 	b2Vec2 m_u;
128 	b2Vec2 m_rA;
129 	b2Vec2 m_rB;
130 	b2Vec2 m_localCenterA;
131 	b2Vec2 m_localCenterB;
132 	float32 m_invMassA;
133 	float32 m_invMassB;
134 	float32 m_invIA;
135 	float32 m_invIB;
136 	float32 m_mass;
137 };
138 
SetLength(float32 length)139 inline void b2DistanceJoint::SetLength(float32 length)
140 {
141 	m_length = length;
142 }
143 
GetLength()144 inline float32 b2DistanceJoint::GetLength() const
145 {
146 	return m_length;
147 }
148 
SetFrequency(float32 hz)149 inline void b2DistanceJoint::SetFrequency(float32 hz)
150 {
151 	m_frequencyHz = hz;
152 }
153 
GetFrequency()154 inline float32 b2DistanceJoint::GetFrequency() const
155 {
156 	return m_frequencyHz;
157 }
158 
SetDampingRatio(float32 ratio)159 inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
160 {
161 	m_dampingRatio = ratio;
162 }
163 
GetDampingRatio()164 inline float32 b2DistanceJoint::GetDampingRatio() const
165 {
166 	return m_dampingRatio;
167 }
168 
169 #endif
170