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							- /*
 - * Copyright (c) 2006-2007 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_DISTANCE_JOINT_H
 - #define B2_DISTANCE_JOINT_H
 - 
 - #include "b2Joint.h"
 - 
 - /// Distance joint definition. This requires defining an
 - /// anchor point on both bodies and the non-zero length of the
 - /// distance joint. The definition uses local anchor points
 - /// so that the initial configuration can violate the constraint
 - /// slightly. This helps when saving and loading a game.
 - /// @warning Do not use a zero or short length.
 - struct b2DistanceJointDef : public b2JointDef
 - {
 - 	b2DistanceJointDef()
 - 	{
 - 		type = e_distanceJoint;
 - 		localAnchorA.Set(0.0f, 0.0f);
 - 		localAnchorB.Set(0.0f, 0.0f);
 - 		length = 1.0f;
 - 		frequencyHz = 0.0f;
 - 		dampingRatio = 0.0f;
 - 	}
 - 
 - 	/// Initialize the bodies, anchors, and length using the world
 - 	/// anchors.
 - 	void Initialize(b2Body* bodyA, b2Body* bodyB,
 - 					const b2Vec2& anchorA, const b2Vec2& anchorB);
 - 
 - 	/// The local anchor point relative to bodyA's origin.
 - 	b2Vec2 localAnchorA;
 - 
 - 	/// The local anchor point relative to bodyB's origin.
 - 	b2Vec2 localAnchorB;
 - 
 - 	/// The natural length between the anchor points.
 - 	float32 length;
 - 
 - 	/// The mass-spring-damper frequency in Hertz. A value of 0
 - 	/// disables softness.
 - 	float32 frequencyHz;
 - 
 - 	/// The damping ratio. 0 = no damping, 1 = critical damping.
 - 	float32 dampingRatio;
 - };
 - 
 - /// A distance joint constrains two points on two bodies
 - /// to remain at a fixed distance from each other. You can view
 - /// this as a massless, rigid rod.
 - class b2DistanceJoint : public b2Joint
 - {
 - public:
 - 
 - 	b2Vec2 GetAnchorA() const;
 - 	b2Vec2 GetAnchorB() const;
 - 
 - 	/// Get the reaction force given the inverse time step.
 - 	/// Unit is N.
 - 	b2Vec2 GetReactionForce(float32 inv_dt) const;
 - 
 - 	/// Get the reaction torque given the inverse time step.
 - 	/// Unit is N*m. This is always zero for a distance joint.
 - 	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 natural length.
 - 	/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
 - 	void SetLength(float32 length);
 - 	float32 GetLength() const;
 - 
 - 	/// Set/get frequency in Hz.
 - 	void SetFrequency(float32 hz);
 - 	float32 GetFrequency() const;
 - 
 - 	/// Set/get damping ratio.
 - 	void SetDampingRatio(float32 ratio);
 - 	float32 GetDampingRatio() const;
 - 
 - 	/// Dump joint to dmLog
 - 	void Dump();
 - 
 - protected:
 - 
 - 	friend class b2Joint;
 - 	b2DistanceJoint(const b2DistanceJointDef* data);
 - 
 - 	void InitVelocityConstraints(const b2SolverData& data);
 - 	void SolveVelocityConstraints(const b2SolverData& data);
 - 	bool SolvePositionConstraints(const b2SolverData& data);
 - 
 - 	float32 m_frequencyHz;
 - 	float32 m_dampingRatio;
 - 	float32 m_bias;
 - 
 - 	// Solver shared
 - 	b2Vec2 m_localAnchorA;
 - 	b2Vec2 m_localAnchorB;
 - 	float32 m_gamma;
 - 	float32 m_impulse;
 - 	float32 m_length;
 - 
 - 	// 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;
 - };
 - 
 - inline void b2DistanceJoint::SetLength(float32 length)
 - {
 - 	m_length = length;
 - }
 - 
 - inline float32 b2DistanceJoint::GetLength() const
 - {
 - 	return m_length;
 - }
 - 
 - inline void b2DistanceJoint::SetFrequency(float32 hz)
 - {
 - 	m_frequencyHz = hz;
 - }
 - 
 - inline float32 b2DistanceJoint::GetFrequency() const
 - {
 - 	return m_frequencyHz;
 - }
 - 
 - inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
 - {
 - 	m_dampingRatio = ratio;
 - }
 - 
 - inline float32 b2DistanceJoint::GetDampingRatio() const
 - {
 - 	return m_dampingRatio;
 - }
 - 
 - #endif
 
 
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