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      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_GEAR_JOINT_H
     20 #define B2_GEAR_JOINT_H
     21 
     22 #include <Box2D/Dynamics/Joints/b2Joint.h>
     23 
     24 /// Gear joint definition. This definition requires two existing
     25 /// revolute or prismatic joints (any combination will work).
     26 struct b2GearJointDef : public b2JointDef
     27 {
     28 	b2GearJointDef()
     29 	{
     30 		type = e_gearJoint;
     31 		joint1 = NULL;
     32 		joint2 = NULL;
     33 		ratio = 1.0f;
     34 	}
     35 
     36 	/// The first revolute/prismatic joint attached to the gear joint.
     37 	b2Joint* joint1;
     38 
     39 	/// The second revolute/prismatic joint attached to the gear joint.
     40 	b2Joint* joint2;
     41 
     42 	/// The gear ratio.
     43 	/// @see b2GearJoint for explanation.
     44 	float32 ratio;
     45 };
     46 
     47 /// A gear joint is used to connect two joints together. Either joint
     48 /// can be a revolute or prismatic joint. You specify a gear ratio
     49 /// to bind the motions together:
     50 /// coordinate1 + ratio * coordinate2 = constant
     51 /// The ratio can be negative or positive. If one joint is a revolute joint
     52 /// and the other joint is a prismatic joint, then the ratio will have units
     53 /// of length or units of 1/length.
     54 /// @warning You have to manually destroy the gear joint if joint1 or joint2
     55 /// is destroyed.
     56 class b2GearJoint : public b2Joint
     57 {
     58 public:
     59 	b2Vec2 GetAnchorA() const;
     60 	b2Vec2 GetAnchorB() const;
     61 
     62 	b2Vec2 GetReactionForce(float32 inv_dt) const;
     63 	float32 GetReactionTorque(float32 inv_dt) const;
     64 
     65 	/// Get the first joint.
     66 	b2Joint* GetJoint1() { return m_joint1; }
     67 
     68 	/// Get the second joint.
     69 	b2Joint* GetJoint2() { return m_joint2; }
     70 
     71 	/// Set/Get the gear ratio.
     72 	void SetRatio(float32 ratio);
     73 	float32 GetRatio() const;
     74 
     75 	/// Dump joint to dmLog
     76 	void Dump();
     77 
     78 protected:
     79 
     80 	friend class b2Joint;
     81 	b2GearJoint(const b2GearJointDef* data);
     82 
     83 	void InitVelocityConstraints(const b2SolverData& data);
     84 	void SolveVelocityConstraints(const b2SolverData& data);
     85 	bool SolvePositionConstraints(const b2SolverData& data);
     86 
     87 	b2Joint* m_joint1;
     88 	b2Joint* m_joint2;
     89 
     90 	b2JointType m_typeA;
     91 	b2JointType m_typeB;
     92 
     93 	// Body A is connected to body C
     94 	// Body B is connected to body D
     95 	b2Body* m_bodyC;
     96 	b2Body* m_bodyD;
     97 
     98 	// Solver shared
     99 	b2Vec2 m_localAnchorA;
    100 	b2Vec2 m_localAnchorB;
    101 	b2Vec2 m_localAnchorC;
    102 	b2Vec2 m_localAnchorD;
    103 
    104 	b2Vec2 m_localAxisC;
    105 	b2Vec2 m_localAxisD;
    106 
    107 	float32 m_referenceAngleA;
    108 	float32 m_referenceAngleB;
    109 
    110 	float32 m_constant;
    111 	float32 m_ratio;
    112 
    113 	float32 m_impulse;
    114 
    115 	// Solver temp
    116 	int32 m_indexA, m_indexB, m_indexC, m_indexD;
    117 	b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
    118 	float32 m_mA, m_mB, m_mC, m_mD;
    119 	float32 m_iA, m_iB, m_iC, m_iD;
    120 	b2Vec2 m_JvAC, m_JvBD;
    121 	float32 m_JwA, m_JwB, m_JwC, m_JwD;
    122 	float32 m_mass;
    123 };
    124 
    125 #endif
    126