Box2D  2.4.1
A 2D physics engine for games
b2_gear_joint.h
1 // MIT License
2 
3 // Copyright (c) 2019 Erin Catto
4 
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21 // SOFTWARE.
22 
23 #ifndef B2_GEAR_JOINT_H
24 #define B2_GEAR_JOINT_H
25 
26 #include "b2_joint.h"
27 
31 struct B2_API b2GearJointDef : public b2JointDef
32 {
34  {
35  type = e_gearJoint;
36  joint1 = nullptr;
37  joint2 = nullptr;
38  ratio = 1.0f;
39  }
40 
43 
46 
49  float ratio;
50 };
51 
61 class B2_API b2GearJoint : public b2Joint
62 {
63 public:
64  b2Vec2 GetAnchorA() const override;
65  b2Vec2 GetAnchorB() const override;
66 
67  b2Vec2 GetReactionForce(float inv_dt) const override;
68  float GetReactionTorque(float inv_dt) const override;
69 
71  b2Joint* GetJoint1() { return m_joint1; }
72 
74  b2Joint* GetJoint2() { return m_joint2; }
75 
77  void SetRatio(float ratio);
78  float GetRatio() const;
79 
81  void Dump() override;
82 
83 protected:
84 
85  friend class b2Joint;
86  b2GearJoint(const b2GearJointDef* data);
87 
88  void InitVelocityConstraints(const b2SolverData& data) override;
89  void SolveVelocityConstraints(const b2SolverData& data) override;
90  bool SolvePositionConstraints(const b2SolverData& data) override;
91 
92  b2Joint* m_joint1;
93  b2Joint* m_joint2;
94 
95  b2JointType m_typeA;
96  b2JointType m_typeB;
97 
98  // Body A is connected to body C
99  // Body B is connected to body D
100  b2Body* m_bodyC;
101  b2Body* m_bodyD;
102 
103  // Solver shared
104  b2Vec2 m_localAnchorA;
105  b2Vec2 m_localAnchorB;
106  b2Vec2 m_localAnchorC;
107  b2Vec2 m_localAnchorD;
108 
109  b2Vec2 m_localAxisC;
110  b2Vec2 m_localAxisD;
111 
112  float m_referenceAngleA;
113  float m_referenceAngleB;
114 
115  float m_constant;
116  float m_ratio;
117 
118  float m_impulse;
119 
120  // Solver temp
121  int32 m_indexA, m_indexB, m_indexC, m_indexD;
122  b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
123  float m_mA, m_mB, m_mC, m_mD;
124  float m_iA, m_iB, m_iC, m_iD;
125  b2Vec2 m_JvAC, m_JvBD;
126  float m_JwA, m_JwB, m_JwC, m_JwD;
127  float m_mass;
128 };
129 
130 #endif
b2Vec2
A 2D column vector.
Definition: b2_math.h:41
b2Body
A rigid body. These are created via b2World::CreateBody.
Definition: b2_body.h:128
b2Joint::GetReactionForce
virtual b2Vec2 GetReactionForce(float inv_dt) const =0
Get the reaction force on bodyB at the joint anchor in Newtons.
b2GearJointDef
Definition: b2_gear_joint.h:31
b2Joint::GetAnchorA
virtual b2Vec2 GetAnchorA() const =0
Get the anchor point on bodyA in world coordinates.
b2JointDef
Joint definitions are used to construct joints.
Definition: b2_joint.h:72
b2GearJointDef::joint2
b2Joint * joint2
The second revolute/prismatic joint attached to the gear joint.
Definition: b2_gear_joint.h:45
b2GearJoint::GetJoint1
b2Joint * GetJoint1()
Get the first joint.
Definition: b2_gear_joint.h:71
b2GearJoint::GetJoint2
b2Joint * GetJoint2()
Get the second joint.
Definition: b2_gear_joint.h:74
b2Joint::Dump
virtual void Dump()
Dump this joint to the log file.
Definition: b2_joint.h:151
b2GearJointDef::joint1
b2Joint * joint1
The first revolute/prismatic joint attached to the gear joint.
Definition: b2_gear_joint.h:42
b2GearJoint
Definition: b2_gear_joint.h:61
b2SolverData
Solver Data.
Definition: b2_time_step.h:67
b2Joint::GetAnchorB
virtual b2Vec2 GetAnchorB() const =0
Get the anchor point on bodyB in world coordinates.
b2Joint
Definition: b2_joint.h:110
b2Joint::GetReactionTorque
virtual float GetReactionTorque(float inv_dt) const =0
Get the reaction torque on bodyB in N*m.
b2GearJointDef::ratio
float ratio
Definition: b2_gear_joint.h:49