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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_MOUSE_JOINT_H
 - #define B2_MOUSE_JOINT_H
 - 
 - #include "b2Joint.h"
 - 
 - /// Mouse joint definition. This requires a world target point,
 - /// tuning parameters, and the time step.
 - struct b2MouseJointDef : public b2JointDef
 - {
 - 	b2MouseJointDef()
 - 	{
 - 		type = e_mouseJoint;
 - 		target.Set(0.0f, 0.0f);
 - 		maxForce = 0.0f;
 - 		frequencyHz = 5.0f;
 - 		dampingRatio = 0.7f;
 - 	}
 - 
 - 	/// The initial world target point. This is assumed
 - 	/// to coincide with the body anchor initially.
 - 	b2Vec2 target;
 - 
 - 	/// The maximum constraint force that can be exerted
 - 	/// to move the candidate body. Usually you will express
 - 	/// as some multiple of the weight (multiplier * mass * gravity).
 - 	float32 maxForce;
 - 
 - 	/// The response speed.
 - 	float32 frequencyHz;
 - 
 - 	/// The damping ratio. 0 = no damping, 1 = critical damping.
 - 	float32 dampingRatio;
 - };
 - 
 - /// A mouse joint is used to make a point on a body track a
 - /// specified world point. This a soft constraint with a maximum
 - /// force. This allows the constraint to stretch and without
 - /// applying huge forces.
 - /// NOTE: this joint is not documented in the manual because it was
 - /// developed to be used in the testbed. If you want to learn how to
 - /// use the mouse joint, look at the testbed.
 - class b2MouseJoint : public b2Joint
 - {
 - public:
 - 
 - 	/// Implements b2Joint.
 - 	b2Vec2 GetAnchorA() const;
 - 
 - 	/// Implements b2Joint.
 - 	b2Vec2 GetAnchorB() const;
 - 
 - 	/// Implements b2Joint.
 - 	b2Vec2 GetReactionForce(float32 inv_dt) const;
 - 
 - 	/// Implements b2Joint.
 - 	float32 GetReactionTorque(float32 inv_dt) const;
 - 
 - 	/// Use this to update the target point.
 - 	void SetTarget(const b2Vec2& target);
 - 	const b2Vec2& GetTarget() const;
 - 
 - 	/// Set/get the maximum force in Newtons.
 - 	void SetMaxForce(float32 force);
 - 	float32 GetMaxForce() const;
 - 
 - 	/// Set/get the frequency in Hertz.
 - 	void SetFrequency(float32 hz);
 - 	float32 GetFrequency() const;
 - 
 - 	/// Set/get the damping ratio (dimensionless).
 - 	void SetDampingRatio(float32 ratio);
 - 	float32 GetDampingRatio() const;
 - 
 - 	/// The mouse joint does not support dumping.
 - 	void Dump() { b2Log("Mouse joint dumping is not supported.\n"); }
 - 
 - protected:
 - 	friend class b2Joint;
 - 
 - 	b2MouseJoint(const b2MouseJointDef* def);
 - 
 - 	void InitVelocityConstraints(const b2SolverData& data);
 - 	void SolveVelocityConstraints(const b2SolverData& data);
 - 	bool SolvePositionConstraints(const b2SolverData& data);
 - 
 - 	b2Vec2 m_localAnchorB;
 - 	b2Vec2 m_targetA;
 - 	float32 m_frequencyHz;
 - 	float32 m_dampingRatio;
 - 	float32 m_beta;
 - 
 - 	// Solver shared
 - 	b2Vec2 m_impulse;
 - 	float32 m_maxForce;
 - 	float32 m_gamma;
 - 
 - 	// Solver temp
 - 	int32 m_indexA;
 - 	int32 m_indexB;
 - 	b2Vec2 m_rB;
 - 	b2Vec2 m_localCenterB;
 - 	float32 m_invMassB;
 - 	float32 m_invIB;
 - 	b2Mat22 m_mass;
 - 	b2Vec2 m_C;
 - };
 - 
 - #endif
 
 
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