1 /*
2 * Copyright (c) 2006-2011 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_PULLEY_JOINT_H
20 #define B2_PULLEY_JOINT_H
21 
22 #include <Box2D/Dynamics/Joints/b2Joint.h>
23 
24 const float32 b2_minPulleyLength = 2.0f;
25 
26 /// Pulley joint definition. This requires two ground anchors,
27 /// two dynamic body anchor points, and a pulley ratio.
28 struct b2PulleyJointDef : public b2JointDef
29 {
b2PulleyJointDefb2PulleyJointDef30 	b2PulleyJointDef()
31 	{
32 		type = e_pulleyJoint;
33 		groundAnchorA.Set(-1.0f, 1.0f);
34 		groundAnchorB.Set(1.0f, 1.0f);
35 		localAnchorA.Set(-1.0f, 0.0f);
36 		localAnchorB.Set(1.0f, 0.0f);
37 		lengthA = 0.0f;
38 		lengthB = 0.0f;
39 		ratio = 1.0f;
40 		collideConnected = true;
41 	}
42 
43 	/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
44 	void Initialize(b2Body* bodyA, b2Body* bodyB,
45 					const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
46 					const b2Vec2& anchorA, const b2Vec2& anchorB,
47 					float32 ratio);
48 
49 	/// The first ground anchor in world coordinates. This point never moves.
50 	b2Vec2 groundAnchorA;
51 
52 	/// The second ground anchor in world coordinates. This point never moves.
53 	b2Vec2 groundAnchorB;
54 
55 	/// The local anchor point relative to bodyA's origin.
56 	b2Vec2 localAnchorA;
57 
58 	/// The local anchor point relative to bodyB's origin.
59 	b2Vec2 localAnchorB;
60 
61 	/// The a reference length for the segment attached to bodyA.
62 	float32 lengthA;
63 
64 	/// The a reference length for the segment attached to bodyB.
65 	float32 lengthB;
66 
67 	/// The pulley ratio, used to simulate a block-and-tackle.
68 	float32 ratio;
69 };
70 
71 /// The pulley joint is connected to two bodies and two fixed ground points.
72 /// The pulley supports a ratio such that:
73 /// length1 + ratio * length2 <= constant
74 /// Yes, the force transmitted is scaled by the ratio.
75 /// Warning: the pulley joint can get a bit squirrelly by itself. They often
76 /// work better when combined with prismatic joints. You should also cover the
77 /// the anchor points with static shapes to prevent one side from going to
78 /// zero length.
79 class b2PulleyJoint : public b2Joint
80 {
81 public:
82 	b2Vec2 GetAnchorA() const;
83 	b2Vec2 GetAnchorB() const;
84 
85 	b2Vec2 GetReactionForce(float32 inv_dt) const;
86 	float32 GetReactionTorque(float32 inv_dt) const;
87 
88 	/// Get the first ground anchor.
89 	b2Vec2 GetGroundAnchorA() const;
90 
91 	/// Get the second ground anchor.
92 	b2Vec2 GetGroundAnchorB() const;
93 
94 	/// Get the current length of the segment attached to bodyA.
95 	float32 GetLengthA() const;
96 
97 	/// Get the current length of the segment attached to bodyB.
98 	float32 GetLengthB() const;
99 
100 	/// Get the pulley ratio.
101 	float32 GetRatio() const;
102 
103 	/// Get the current length of the segment attached to bodyA.
104 	float32 GetCurrentLengthA() const;
105 
106 	/// Get the current length of the segment attached to bodyB.
107 	float32 GetCurrentLengthB() const;
108 
109 	/// Dump joint to dmLog
110 	void Dump();
111 
112 	/// Implement b2Joint::ShiftOrigin
113 	void ShiftOrigin(const b2Vec2& newOrigin);
114 
115 protected:
116 
117 	friend class b2Joint;
118 	b2PulleyJoint(const b2PulleyJointDef* data);
119 
120 	void InitVelocityConstraints(const b2SolverData& data);
121 	void SolveVelocityConstraints(const b2SolverData& data);
122 	bool SolvePositionConstraints(const b2SolverData& data);
123 
124 	b2Vec2 m_groundAnchorA;
125 	b2Vec2 m_groundAnchorB;
126 	float32 m_lengthA;
127 	float32 m_lengthB;
128 
129 	// Solver shared
130 	b2Vec2 m_localAnchorA;
131 	b2Vec2 m_localAnchorB;
132 	float32 m_constant;
133 	float32 m_ratio;
134 	float32 m_impulse;
135 
136 	// Solver temp
137 	int32 m_indexA;
138 	int32 m_indexB;
139 	b2Vec2 m_uA;
140 	b2Vec2 m_uB;
141 	b2Vec2 m_rA;
142 	b2Vec2 m_rB;
143 	b2Vec2 m_localCenterA;
144 	b2Vec2 m_localCenterB;
145 	float32 m_invMassA;
146 	float32 m_invMassB;
147 	float32 m_invIA;
148 	float32 m_invIB;
149 	float32 m_mass;
150 };
151 
152 #endif
153