git subrepo clone --branch=sono6good https://github.com/essej/JUCE.git deps/juce
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
This commit is contained in:
196
deps/juce/modules/juce_box2d/box2d/Dynamics/Joints/b2PrismaticJoint.h
vendored
Normal file
196
deps/juce/modules/juce_box2d/box2d/Dynamics/Joints/b2PrismaticJoint.h
vendored
Normal file
@ -0,0 +1,196 @@
|
||||
/*
|
||||
* Copyright (c) 2006-2011 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_PRISMATIC_JOINT_H
|
||||
#define B2_PRISMATIC_JOINT_H
|
||||
|
||||
#include "b2Joint.h"
|
||||
|
||||
/// Prismatic joint definition. This requires defining a line of
|
||||
/// motion using an axis and an anchor point. The definition uses local
|
||||
/// anchor points and a local axis so that the initial configuration
|
||||
/// can violate the constraint slightly. The joint translation is zero
|
||||
/// when the local anchor points coincide in world space. Using local
|
||||
/// anchors and a local axis helps when saving and loading a game.
|
||||
struct b2PrismaticJointDef : public b2JointDef
|
||||
{
|
||||
b2PrismaticJointDef()
|
||||
{
|
||||
type = e_prismaticJoint;
|
||||
localAnchorA.SetZero();
|
||||
localAnchorB.SetZero();
|
||||
localAxisA.Set(1.0f, 0.0f);
|
||||
referenceAngle = 0.0f;
|
||||
enableLimit = false;
|
||||
lowerTranslation = 0.0f;
|
||||
upperTranslation = 0.0f;
|
||||
enableMotor = false;
|
||||
maxMotorForce = 0.0f;
|
||||
motorSpeed = 0.0f;
|
||||
}
|
||||
|
||||
/// Initialize the bodies, anchors, axis, and reference angle using the world
|
||||
/// anchor and unit world axis.
|
||||
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
|
||||
|
||||
/// The local anchor point relative to bodyA's origin.
|
||||
b2Vec2 localAnchorA;
|
||||
|
||||
/// The local anchor point relative to bodyB's origin.
|
||||
b2Vec2 localAnchorB;
|
||||
|
||||
/// The local translation unit axis in bodyA.
|
||||
b2Vec2 localAxisA;
|
||||
|
||||
/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
|
||||
float32 referenceAngle;
|
||||
|
||||
/// Enable/disable the joint limit.
|
||||
bool enableLimit;
|
||||
|
||||
/// The lower translation limit, usually in meters.
|
||||
float32 lowerTranslation;
|
||||
|
||||
/// The upper translation limit, usually in meters.
|
||||
float32 upperTranslation;
|
||||
|
||||
/// Enable/disable the joint motor.
|
||||
bool enableMotor;
|
||||
|
||||
/// The maximum motor torque, usually in N-m.
|
||||
float32 maxMotorForce;
|
||||
|
||||
/// The desired motor speed in radians per second.
|
||||
float32 motorSpeed;
|
||||
};
|
||||
|
||||
/// A prismatic joint. This joint provides one degree of freedom: translation
|
||||
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
|
||||
/// use a joint limit to restrict the range of motion and a joint motor to
|
||||
/// drive the motion or to model joint friction.
|
||||
class b2PrismaticJoint : public b2Joint
|
||||
{
|
||||
public:
|
||||
b2Vec2 GetAnchorA() const;
|
||||
b2Vec2 GetAnchorB() const;
|
||||
|
||||
b2Vec2 GetReactionForce(float32 inv_dt) const;
|
||||
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; }
|
||||
|
||||
/// The local joint axis relative to bodyA.
|
||||
const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
|
||||
|
||||
/// Get the reference angle.
|
||||
float32 GetReferenceAngle() const { return m_referenceAngle; }
|
||||
|
||||
/// Get the current joint translation, usually in meters.
|
||||
float32 GetJointTranslation() const;
|
||||
|
||||
/// Get the current joint translation speed, usually in meters per second.
|
||||
float32 GetJointSpeed() const;
|
||||
|
||||
/// Is the joint limit enabled?
|
||||
bool IsLimitEnabled() const;
|
||||
|
||||
/// Enable/disable the joint limit.
|
||||
void EnableLimit(bool flag);
|
||||
|
||||
/// Get the lower joint limit, usually in meters.
|
||||
float32 GetLowerLimit() const;
|
||||
|
||||
/// Get the upper joint limit, usually in meters.
|
||||
float32 GetUpperLimit() const;
|
||||
|
||||
/// Set the joint limits, usually in meters.
|
||||
void SetLimits(float32 lower, float32 upper);
|
||||
|
||||
/// Is the joint motor enabled?
|
||||
bool IsMotorEnabled() const;
|
||||
|
||||
/// Enable/disable the joint motor.
|
||||
void EnableMotor(bool flag);
|
||||
|
||||
/// Set the motor speed, usually in meters per second.
|
||||
void SetMotorSpeed(float32 speed);
|
||||
|
||||
/// Get the motor speed, usually in meters per second.
|
||||
float32 GetMotorSpeed() const;
|
||||
|
||||
/// Set the maximum motor force, usually in N.
|
||||
void SetMaxMotorForce(float32 force);
|
||||
float32 GetMaxMotorForce() const { return m_maxMotorForce; }
|
||||
|
||||
/// Get the current motor force given the inverse time step, usually in N.
|
||||
float32 GetMotorForce(float32 inv_dt) const;
|
||||
|
||||
/// Dump to b2Log
|
||||
void Dump();
|
||||
|
||||
protected:
|
||||
friend class b2Joint;
|
||||
friend class b2GearJoint;
|
||||
b2PrismaticJoint(const b2PrismaticJointDef* def);
|
||||
|
||||
void InitVelocityConstraints(const b2SolverData& data);
|
||||
void SolveVelocityConstraints(const b2SolverData& data);
|
||||
bool SolvePositionConstraints(const b2SolverData& data);
|
||||
|
||||
// Solver shared
|
||||
b2Vec2 m_localAnchorA;
|
||||
b2Vec2 m_localAnchorB;
|
||||
b2Vec2 m_localXAxisA;
|
||||
b2Vec2 m_localYAxisA;
|
||||
float32 m_referenceAngle;
|
||||
b2Vec3 m_impulse;
|
||||
float32 m_motorImpulse;
|
||||
float32 m_lowerTranslation;
|
||||
float32 m_upperTranslation;
|
||||
float32 m_maxMotorForce;
|
||||
float32 m_motorSpeed;
|
||||
bool m_enableLimit;
|
||||
bool m_enableMotor;
|
||||
b2LimitState m_limitState;
|
||||
|
||||
// Solver temp
|
||||
juce::int32 m_indexA;
|
||||
juce::int32 m_indexB;
|
||||
b2Vec2 m_localCenterA;
|
||||
b2Vec2 m_localCenterB;
|
||||
float32 m_invMassA;
|
||||
float32 m_invMassB;
|
||||
float32 m_invIA;
|
||||
float32 m_invIB;
|
||||
b2Vec2 m_axis, m_perp;
|
||||
float32 m_s1, m_s2;
|
||||
float32 m_a1, m_a2;
|
||||
b2Mat33 m_K;
|
||||
float32 m_motorMass;
|
||||
};
|
||||
|
||||
inline float32 b2PrismaticJoint::GetMotorSpeed() const
|
||||
{
|
||||
return m_motorSpeed;
|
||||
}
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user