Box2D 2.4.1
A 2D physics engine for games
b2_pulley_joint.h
1// MIT License
2
3// Copyright (c) 2019 Erin Catto
4
5// Permission is hereby granted, free of charge, to any person obtaining a copy
6// of this software and associated documentation files (the "Software"), to deal
7// in the Software without restriction, including without limitation the rights
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9// copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
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12// The above copyright notice and this permission notice shall be included in all
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15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21// SOFTWARE.
22
23#ifndef B2_PULLEY_JOINT_H
24#define B2_PULLEY_JOINT_H
25
26#include "b2_api.h"
27#include "b2_joint.h"
28
29const float b2_minPulleyLength = 2.0f;
30
33struct B2_API b2PulleyJointDef : public b2JointDef
34{
36 {
37 type = e_pulleyJoint;
38 groundAnchorA.Set(-1.0f, 1.0f);
39 groundAnchorB.Set(1.0f, 1.0f);
40 localAnchorA.Set(-1.0f, 0.0f);
41 localAnchorB.Set(1.0f, 0.0f);
42 lengthA = 0.0f;
43 lengthB = 0.0f;
44 ratio = 1.0f;
45 collideConnected = true;
46 }
47
49 void Initialize(b2Body* bodyA, b2Body* bodyB,
50 const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
51 const b2Vec2& anchorA, const b2Vec2& anchorB,
52 float ratio);
53
56
59
62
65
67 float lengthA;
68
70 float lengthB;
71
73 float ratio;
74};
75
84class B2_API b2PulleyJoint : public b2Joint
85{
86public:
87 b2Vec2 GetAnchorA() const override;
88 b2Vec2 GetAnchorB() const override;
89
90 b2Vec2 GetReactionForce(float inv_dt) const override;
91 float GetReactionTorque(float inv_dt) const override;
92
95
98
100 float GetLengthA() const;
101
103 float GetLengthB() const;
104
106 float GetRatio() const;
107
109 float GetCurrentLengthA() const;
110
112 float GetCurrentLengthB() const;
113
115 void Dump() override;
116
118 void ShiftOrigin(const b2Vec2& newOrigin) override;
119
120protected:
121
122 friend class b2Joint;
123 b2PulleyJoint(const b2PulleyJointDef* data);
124
125 void InitVelocityConstraints(const b2SolverData& data) override;
126 void SolveVelocityConstraints(const b2SolverData& data) override;
127 bool SolvePositionConstraints(const b2SolverData& data) override;
128
129 b2Vec2 m_groundAnchorA;
130 b2Vec2 m_groundAnchorB;
131 float m_lengthA;
132 float m_lengthB;
133
134 // Solver shared
135 b2Vec2 m_localAnchorA;
136 b2Vec2 m_localAnchorB;
137 float m_constant;
138 float m_ratio;
139 float m_impulse;
140
141 // Solver temp
142 int32 m_indexA;
143 int32 m_indexB;
144 b2Vec2 m_uA;
145 b2Vec2 m_uB;
146 b2Vec2 m_rA;
147 b2Vec2 m_rB;
148 b2Vec2 m_localCenterA;
149 b2Vec2 m_localCenterB;
150 float m_invMassA;
151 float m_invMassB;
152 float m_invIA;
153 float m_invIB;
154 float m_mass;
155};
156
157#endif
A rigid body. These are created via b2World::CreateBody.
Definition: b2_body.h:129
Definition: b2_joint.h:111
Definition: b2_pulley_joint.h:85
b2Vec2 GetGroundAnchorA() const
Get the first ground anchor.
float GetLengthB() const
Get the current length of the segment attached to bodyB.
float GetRatio() const
Get the pulley ratio.
void Dump() override
Dump joint to dmLog.
void ShiftOrigin(const b2Vec2 &newOrigin) override
Implement b2Joint::ShiftOrigin.
b2Vec2 GetReactionForce(float inv_dt) const override
Get the reaction force on bodyB at the joint anchor in Newtons.
float GetReactionTorque(float inv_dt) const override
Get the reaction torque on bodyB in N*m.
float GetCurrentLengthB() const
Get the current length of the segment attached to bodyB.
float GetLengthA() const
Get the current length of the segment attached to bodyA.
b2Vec2 GetAnchorB() const override
Get the anchor point on bodyB in world coordinates.
float GetCurrentLengthA() const
Get the current length of the segment attached to bodyA.
b2Vec2 GetAnchorA() const override
Get the anchor point on bodyA in world coordinates.
b2Vec2 GetGroundAnchorB() const
Get the second ground anchor.
Joint definitions are used to construct joints.
Definition: b2_joint.h:73
Definition: b2_pulley_joint.h:34
float ratio
The pulley ratio, used to simulate a block-and-tackle.
Definition: b2_pulley_joint.h:73
float lengthA
The a reference length for the segment attached to bodyA.
Definition: b2_pulley_joint.h:67
float lengthB
The a reference length for the segment attached to bodyB.
Definition: b2_pulley_joint.h:70
b2Vec2 groundAnchorB
The second ground anchor in world coordinates. This point never moves.
Definition: b2_pulley_joint.h:58
b2Vec2 groundAnchorA
The first ground anchor in world coordinates. This point never moves.
Definition: b2_pulley_joint.h:55
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin.
Definition: b2_pulley_joint.h:61
void Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &groundAnchorA, const b2Vec2 &groundAnchorB, const b2Vec2 &anchorA, const b2Vec2 &anchorB, float ratio)
Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin.
Definition: b2_pulley_joint.h:64
Solver Data.
Definition: b2_time_step.h:68
A 2D column vector.
Definition: b2_math.h:42