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							- /*
 - * 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 "b2Joint.h"
 - 
 - /// 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
 - 	juce::int32 m_indexA;
 - 	juce::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
 
 
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