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 JOINT_H
20 #define JOINT_H
21 
22 #include "../../Common/b2Math.h"
23 
24 class b2Body;
25 class b2Joint;
26 struct b2TimeStep;
27 class b2BlockAllocator;
28 
29 enum b2JointType
30 {
31 	e_unknownJoint,
32 	e_revoluteJoint,
33 	e_prismaticJoint,
34 	e_distanceJoint,
35 	e_pulleyJoint,
36 	e_mouseJoint,
37 	e_gearJoint
38 };
39 
40 enum b2LimitState
41 {
42 	e_inactiveLimit,
43 	e_atLowerLimit,
44 	e_atUpperLimit,
45 	e_equalLimits
46 };
47 
48 struct b2Jacobian
49 {
50 	b2Vec2 linear1;
51 	float32 angular1;
52 	b2Vec2 linear2;
53 	float32 angular2;
54 
55 	void SetZero();
56 	void Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2);
57 	float32 Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2);
58 };
59 
60 /// A joint edge is used to connect bodies and joints together
61 /// in a joint graph where each body is a node and each joint
62 /// is an edge. A joint edge belongs to a doubly linked list
63 /// maintained in each attached body. Each joint has two joint
64 /// nodes, one for each attached body.
65 struct b2JointEdge
66 {
67 	b2Body* other;			///< provides quick access to the other body attached.
68 	b2Joint* joint;			///< the joint
69 	b2JointEdge* prev;		///< the previous joint edge in the body's joint list
70 	b2JointEdge* next;		///< the next joint edge in the body's joint list
71 };
72 
73 /// Joint definitions are used to construct joints.
74 struct b2JointDef
75 {
b2JointDefb2JointDef76 	b2JointDef()
77 	{
78 		type = e_unknownJoint;
79 		userData = NULL;
80 		body1 = NULL;
81 		body2 = NULL;
82 		collideConnected = false;
83 	}
84 
85 	/// The joint type is set automatically for concrete joint types.
86 	b2JointType type;
87 
88 	/// Use this to attach application specific data to your joints.
89 	void* userData;
90 
91 	/// The first attached body.
92 	b2Body* body1;
93 
94 	/// The second attached body.
95 	b2Body* body2;
96 
97 	/// Set this flag to true if the attached bodies should collide.
98 	bool collideConnected;
99 };
100 
101 /// The base joint class. Joints are used to constraint two bodies together in
102 /// various fashions. Some joints also feature limits and motors.
103 class b2Joint
104 {
105 public:
106 
107 	/// Get the type of the concrete joint.
108 	b2JointType GetType() const;
109 
110 	/// Get the first body attached to this joint.
111 	b2Body* GetBody1();
112 
113 	/// Get the second body attached to this joint.
114 	b2Body* GetBody2();
115 
116 	/// Get the anchor point on body1 in world coordinates.
117 	virtual b2Vec2 GetAnchor1() const = 0;
118 
119 	/// Get the anchor point on body2 in world coordinates.
120 	virtual b2Vec2 GetAnchor2() const = 0;
121 
122 	/// Get the reaction force on body2 at the joint anchor.
123 	virtual b2Vec2 GetReactionForce() const = 0;
124 
125 	/// Get the reaction torque on body2.
126 	virtual float32 GetReactionTorque() const = 0;
127 
128 	/// Get the next joint the world joint list.
129 	b2Joint* GetNext();
130 
131 	/// Get the user data pointer.
132 	void* GetUserData();
133 
134 	/// Set the user data pointer.
135 	void SetUserData(void* data);
136 
137 	//--------------- Internals Below -------------------
138 protected:
139 	friend class b2World;
140 	friend class b2Body;
141 	friend class b2Island;
142 
143 	static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
144 	static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
145 
146 	b2Joint(const b2JointDef* def);
~b2Joint()147 	virtual ~b2Joint() {}
148 
149 	virtual void InitVelocityConstraints(const b2TimeStep& step) = 0;
150 	virtual void SolveVelocityConstraints(const b2TimeStep& step) = 0;
151 
152 	// This returns true if the position errors are within tolerance.
InitPositionConstraints()153 	virtual void InitPositionConstraints() {}
154 	virtual bool SolvePositionConstraints() = 0;
155 
156 	b2JointType m_type;
157 	b2Joint* m_prev;
158 	b2Joint* m_next;
159 	b2JointEdge m_node1;
160 	b2JointEdge m_node2;
161 	b2Body* m_body1;
162 	b2Body* m_body2;
163 
164 	float32 m_inv_dt;
165 
166 	bool m_islandFlag;
167 	bool m_collideConnected;
168 
169 	void* m_userData;
170 };
171 
SetZero()172 inline void b2Jacobian::SetZero()
173 {
174 	linear1.SetZero(); angular1 = 0.0f;
175 	linear2.SetZero(); angular2 = 0.0f;
176 }
177 
Set(const b2Vec2 & x1,float32 a1,const b2Vec2 & x2,float32 a2)178 inline void b2Jacobian::Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2)
179 {
180 	linear1 = x1; angular1 = a1;
181 	linear2 = x2; angular2 = a2;
182 }
183 
Compute(const b2Vec2 & x1,float32 a1,const b2Vec2 & x2,float32 a2)184 inline float32 b2Jacobian::Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2)
185 {
186 	return b2Dot(linear1, x1) + angular1 * a1 + b2Dot(linear2, x2) + angular2 * a2;
187 }
188 
GetType()189 inline b2JointType b2Joint::GetType() const
190 {
191 	return m_type;
192 }
193 
GetBody1()194 inline b2Body* b2Joint::GetBody1()
195 {
196 	return m_body1;
197 }
198 
GetBody2()199 inline b2Body* b2Joint::GetBody2()
200 {
201 	return m_body2;
202 }
203 
GetNext()204 inline b2Joint* b2Joint::GetNext()
205 {
206 	return m_next;
207 }
208 
GetUserData()209 inline void* b2Joint::GetUserData()
210 {
211 	return m_userData;
212 }
213 
SetUserData(void * data)214 inline void b2Joint::SetUserData(void* data)
215 {
216 	m_userData = data;
217 }
218 
219 #endif
220