1 /*
2 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
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 "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, max lengths for each side,
28 /// and a pulley ratio.
29 struct b2PulleyJointDef : public b2JointDef
30 {
b2PulleyJointDefb2PulleyJointDef31 	b2PulleyJointDef()
32 	{
33 		type = e_pulleyJoint;
34 		groundAnchor1.Set(-1.0f, 1.0f);
35 		groundAnchor2.Set(1.0f, 1.0f);
36 		localAnchor1.Set(-1.0f, 0.0f);
37 		localAnchor2.Set(1.0f, 0.0f);
38 		length1 = 0.0f;
39 		maxLength1 = 0.0f;
40 		length2 = 0.0f;
41 		maxLength2 = 0.0f;
42 		ratio = 1.0f;
43 		collideConnected = true;
44 	}
45 
46 	/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
47 	void Initialize(b2Body* body1, b2Body* body2,
48 					const b2Vec2& groundAnchor1, const b2Vec2& groundAnchor2,
49 					const b2Vec2& anchor1, const b2Vec2& anchor2,
50 					float32 ratio);
51 
52 	/// The first ground anchor in world coordinates. This point never moves.
53 	b2Vec2 groundAnchor1;
54 
55 	/// The second ground anchor in world coordinates. This point never moves.
56 	b2Vec2 groundAnchor2;
57 
58 	/// The local anchor point relative to body1's origin.
59 	b2Vec2 localAnchor1;
60 
61 	/// The local anchor point relative to body2's origin.
62 	b2Vec2 localAnchor2;
63 
64 	/// The a reference length for the segment attached to body1.
65 	float32 length1;
66 
67 	/// The maximum length of the segment attached to body1.
68 	float32 maxLength1;
69 
70 	/// The a reference length for the segment attached to body2.
71 	float32 length2;
72 
73 	/// The maximum length of the segment attached to body2.
74 	float32 maxLength2;
75 
76 	/// The pulley ratio, used to simulate a block-and-tackle.
77 	float32 ratio;
78 };
79 
80 /// The pulley joint is connected to two bodies and two fixed ground points.
81 /// The pulley supports a ratio such that:
82 /// length1 + ratio * length2 <= constant
83 /// Yes, the force transmitted is scaled by the ratio.
84 /// The pulley also enforces a maximum length limit on both sides. This is
85 /// useful to prevent one side of the pulley hitting the top.
86 class b2PulleyJoint : public b2Joint
87 {
88 public:
89 	b2Vec2 GetAnchor1() const;
90 	b2Vec2 GetAnchor2() const;
91 
92 	b2Vec2 GetReactionForce() const;
93 	float32 GetReactionTorque() const;
94 
95 	/// Get the first ground anchor.
96 	b2Vec2 GetGroundAnchor1() const;
97 
98 	/// Get the second ground anchor.
99 	b2Vec2 GetGroundAnchor2() const;
100 
101 	/// Get the current length of the segment attached to body1.
102 	float32 GetLength1() const;
103 
104 	/// Get the current length of the segment attached to body2.
105 	float32 GetLength2() const;
106 
107 	/// Get the pulley ratio.
108 	float32 GetRatio() const;
109 
110 	//--------------- Internals Below -------------------
111 
112 	b2PulleyJoint(const b2PulleyJointDef* data);
113 
114 	void InitVelocityConstraints(const b2TimeStep& step);
115 	void SolveVelocityConstraints(const b2TimeStep& step);
116 	bool SolvePositionConstraints();
117 
118 	b2Body* m_ground;
119 	b2Vec2 m_groundAnchor1;
120 	b2Vec2 m_groundAnchor2;
121 	b2Vec2 m_localAnchor1;
122 	b2Vec2 m_localAnchor2;
123 
124 	b2Vec2 m_u1;
125 	b2Vec2 m_u2;
126 
127 	float32 m_constant;
128 	float32 m_ratio;
129 
130 	float32 m_maxLength1;
131 	float32 m_maxLength2;
132 
133 	// Effective masses
134 	float32 m_pulleyMass;
135 	float32 m_limitMass1;
136 	float32 m_limitMass2;
137 
138 	// Impulses for accumulation/warm starting.
139 	float32 m_force;
140 	float32 m_limitForce1;
141 	float32 m_limitForce2;
142 
143 	// Position impulses for accumulation.
144 	float32 m_positionImpulse;
145 	float32 m_limitPositionImpulse1;
146 	float32 m_limitPositionImpulse2;
147 
148 	b2LimitState m_state;
149 	b2LimitState m_limitState1;
150 	b2LimitState m_limitState2;
151 };
152 
153 #endif
154