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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_PULLEY_JOINT_H
 - #define B2_PULLEY_JOINT_H
 - 
 - #include "b2Joint.h"
 - 
 - const float32 b2_minPulleyLength = 2.0f;
 - 
 - /// Pulley joint definition. This requires two ground anchors,
 - /// two dynamic body anchor points, and a pulley ratio.
 - struct b2PulleyJointDef : public b2JointDef
 - {
 - 	b2PulleyJointDef()
 - 	{
 - 		type = e_pulleyJoint;
 - 		groundAnchorA.Set(-1.0f, 1.0f);
 - 		groundAnchorB.Set(1.0f, 1.0f);
 - 		localAnchorA.Set(-1.0f, 0.0f);
 - 		localAnchorB.Set(1.0f, 0.0f);
 - 		lengthA = 0.0f;
 - 		lengthB = 0.0f;
 - 		ratio = 1.0f;
 - 		collideConnected = true;
 - 	}
 - 
 - 	/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
 - 	void Initialize(b2Body* bodyA, b2Body* bodyB,
 - 					const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
 - 					const b2Vec2& anchorA, const b2Vec2& anchorB,
 - 					float32 ratio);
 - 
 - 	/// The first ground anchor in world coordinates. This point never moves.
 - 	b2Vec2 groundAnchorA;
 - 
 - 	/// The second ground anchor in world coordinates. This point never moves.
 - 	b2Vec2 groundAnchorB;
 - 
 - 	/// The local anchor point relative to bodyA's origin.
 - 	b2Vec2 localAnchorA;
 - 
 - 	/// The local anchor point relative to bodyB's origin.
 - 	b2Vec2 localAnchorB;
 - 
 - 	/// The a reference length for the segment attached to bodyA.
 - 	float32 lengthA;
 - 
 - 	/// The a reference length for the segment attached to bodyB.
 - 	float32 lengthB;
 - 
 - 	/// The pulley ratio, used to simulate a block-and-tackle.
 - 	float32 ratio;
 - };
 - 
 - /// The pulley joint is connected to two bodies and two fixed ground points.
 - /// The pulley supports a ratio such that:
 - /// length1 + ratio * length2 <= constant
 - /// Yes, the force transmitted is scaled by the ratio.
 - /// Warning: the pulley joint can get a bit squirrelly by itself. They often
 - /// work better when combined with prismatic joints. You should also cover the
 - /// the anchor points with static shapes to prevent one side from going to
 - /// zero length.
 - class b2PulleyJoint : public b2Joint
 - {
 - public:
 - 	b2Vec2 GetAnchorA() const;
 - 	b2Vec2 GetAnchorB() const;
 - 
 - 	b2Vec2 GetReactionForce(float32 inv_dt) const;
 - 	float32 GetReactionTorque(float32 inv_dt) const;
 - 
 - 	/// Get the first ground anchor.
 - 	b2Vec2 GetGroundAnchorA() const;
 - 
 - 	/// Get the second ground anchor.
 - 	b2Vec2 GetGroundAnchorB() const;
 - 
 - 	/// Get the current length of the segment attached to bodyA.
 - 	float32 GetLengthA() const;
 - 
 - 	/// Get the current length of the segment attached to bodyB.
 - 	float32 GetLengthB() const;
 - 
 - 	/// Get the pulley ratio.
 - 	float32 GetRatio() const;
 - 
 - 	/// Dump joint to dmLog
 - 	void Dump();
 - 
 - protected:
 - 
 - 	friend class b2Joint;
 - 	b2PulleyJoint(const b2PulleyJointDef* data);
 - 
 - 	void InitVelocityConstraints(const b2SolverData& data);
 - 	void SolveVelocityConstraints(const b2SolverData& data);
 - 	bool SolvePositionConstraints(const b2SolverData& data);
 - 
 - 	b2Vec2 m_groundAnchorA;
 - 	b2Vec2 m_groundAnchorB;
 - 	float32 m_lengthA;
 - 	float32 m_lengthB;
 - 
 - 	// Solver shared
 - 	b2Vec2 m_localAnchorA;
 - 	b2Vec2 m_localAnchorB;
 - 	float32 m_constant;
 - 	float32 m_ratio;
 - 	float32 m_impulse;
 - 
 - 	// Solver temp
 - 	juce::int32 m_indexA;
 - 	juce::int32 m_indexB;
 - 	b2Vec2 m_uA;
 - 	b2Vec2 m_uB;
 - 	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;
 - };
 - 
 - #endif
 
 
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