Box2D  2.4.1
A 2D physics engine for games
b2_joint.h
1 // MIT License
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3 // Copyright (c) 2019 Erin Catto
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22 
23 #ifndef B2_JOINT_H
24 #define B2_JOINT_H
25 
26 #include "b2_api.h"
27 #include "b2_math.h"
28 
29 class b2Body;
30 class b2Draw;
31 class b2Joint;
32 struct b2SolverData;
33 class b2BlockAllocator;
34 
35 enum b2JointType
36 {
37  e_unknownJoint,
38  e_revoluteJoint,
39  e_prismaticJoint,
40  e_distanceJoint,
41  e_pulleyJoint,
42  e_mouseJoint,
43  e_gearJoint,
44  e_wheelJoint,
45  e_weldJoint,
46  e_frictionJoint,
47  e_ropeJoint,
48  e_motorJoint
49 };
50 
51 struct B2_API b2Jacobian
52 {
53  b2Vec2 linear;
54  float angularA;
55  float angularB;
56 };
57 
63 struct B2_API b2JointEdge
64 {
69 };
70 
72 struct B2_API b2JointDef
73 {
74  b2JointDef()
75  {
76  type = e_unknownJoint;
77  bodyA = nullptr;
78  bodyB = nullptr;
79  collideConnected = false;
80  }
81 
83  b2JointType type;
84 
87 
90 
93 
96 };
97 
99 B2_API void b2LinearStiffness(float& stiffness, float& damping,
100  float frequencyHertz, float dampingRatio,
101  const b2Body* bodyA, const b2Body* bodyB);
102 
104 B2_API void b2AngularStiffness(float& stiffness, float& damping,
105  float frequencyHertz, float dampingRatio,
106  const b2Body* bodyA, const b2Body* bodyB);
107 
110 class B2_API b2Joint
111 {
112 public:
113 
115  b2JointType GetType() const;
116 
118  b2Body* GetBodyA();
119 
121  b2Body* GetBodyB();
122 
124  virtual b2Vec2 GetAnchorA() const = 0;
125 
127  virtual b2Vec2 GetAnchorB() const = 0;
128 
130  virtual b2Vec2 GetReactionForce(float inv_dt) const = 0;
131 
133  virtual float GetReactionTorque(float inv_dt) const = 0;
134 
136  b2Joint* GetNext();
137  const b2Joint* GetNext() const;
138 
140  b2JointUserData& GetUserData();
141 
143  bool IsEnabled() const;
144 
148  bool GetCollideConnected() const;
149 
151  virtual void Dump() { b2Dump("// Dump is not supported for this joint type.\n"); }
152 
154  virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin); }
155 
157  virtual void Draw(b2Draw* draw) const;
158 
159 protected:
160  friend class b2World;
161  friend class b2Body;
162  friend class b2Island;
163  friend class b2GearJoint;
164 
165  static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
166  static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
167 
168  b2Joint(const b2JointDef* def);
169  virtual ~b2Joint() {}
170 
171  virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
172  virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
173 
174  // This returns true if the position errors are within tolerance.
175  virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
176 
177  b2JointType m_type;
178  b2Joint* m_prev;
179  b2Joint* m_next;
180  b2JointEdge m_edgeA;
181  b2JointEdge m_edgeB;
182  b2Body* m_bodyA;
183  b2Body* m_bodyB;
184 
185  int32 m_index;
186 
187  bool m_islandFlag;
188  bool m_collideConnected;
189 
190  b2JointUserData m_userData;
191 };
192 
193 inline b2JointType b2Joint::GetType() const
194 {
195  return m_type;
196 }
197 
199 {
200  return m_bodyA;
201 }
202 
204 {
205  return m_bodyB;
206 }
207 
209 {
210  return m_next;
211 }
212 
213 inline const b2Joint* b2Joint::GetNext() const
214 {
215  return m_next;
216 }
217 
219 {
220  return m_userData;
221 }
222 
223 inline bool b2Joint::GetCollideConnected() const
224 {
225  return m_collideConnected;
226 }
227 
228 #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::GetBodyA
b2Body * GetBodyA()
Get the first body attached to this joint.
Definition: b2_joint.h:198
b2JointDef::collideConnected
bool collideConnected
Set this flag to true if the attached bodies should collide.
Definition: b2_joint.h:95
b2Joint::GetBodyB
b2Body * GetBodyB()
Get the second body attached to this joint.
Definition: b2_joint.h:203
b2Draw
Definition: b2_draw.h:48
b2JointEdge::joint
b2Joint * joint
the joint
Definition: b2_joint.h:66
b2JointDef
Joint definitions are used to construct joints.
Definition: b2_joint.h:72
b2JointDef::type
b2JointType type
The joint type is set automatically for concrete joint types.
Definition: b2_joint.h:83
b2Joint::GetType
b2JointType GetType() const
Get the type of the concrete joint.
Definition: b2_joint.h:193
b2Joint::GetCollideConnected
bool GetCollideConnected() const
Definition: b2_joint.h:223
b2JointDef::bodyB
b2Body * bodyB
The second attached body.
Definition: b2_joint.h:92
b2Joint::Dump
virtual void Dump()
Dump this joint to the log file.
Definition: b2_joint.h:151
b2BlockAllocator
Definition: b2_block_allocator.h:37
b2Jacobian
Definition: b2_joint.h:51
b2Joint::GetNext
b2Joint * GetNext()
Get the next joint the world joint list.
Definition: b2_joint.h:208
b2Joint::ShiftOrigin
virtual void ShiftOrigin(const b2Vec2 &newOrigin)
Shift the origin for any points stored in world coordinates.
Definition: b2_joint.h:154
b2JointEdge
Definition: b2_joint.h:63
b2JointEdge::prev
b2JointEdge * prev
the previous joint edge in the body's joint list
Definition: b2_joint.h:67
b2World
Definition: b2_world.h:46
b2GearJoint
Definition: b2_gear_joint.h:61
b2SolverData
Solver Data.
Definition: b2_time_step.h:67
b2JointEdge::next
b2JointEdge * next
the next joint edge in the body's joint list
Definition: b2_joint.h:68
b2Joint::GetUserData
b2JointUserData & GetUserData()
Get the user data pointer.
Definition: b2_joint.h:218
b2JointEdge::other
b2Body * other
provides quick access to the other body attached.
Definition: b2_joint.h:65
b2JointDef::bodyA
b2Body * bodyA
The first attached body.
Definition: b2_joint.h:89
b2Joint
Definition: b2_joint.h:110
b2JointDef::userData
b2JointUserData userData
Use this to attach application specific data to your joints.
Definition: b2_joint.h:86
b2JointUserData
You can define this to inject whatever data you want in b2Joint.
Definition: b2_settings.h:82