initial commit. includes PhsyicsBox2dExtension
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175
AndEngine/jni/Box2D/Dynamics/Joints/b2PrismaticJoint.h
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175
AndEngine/jni/Box2D/Dynamics/Joints/b2PrismaticJoint.h
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/*
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* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_PRISMATIC_JOINT_H
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#define B2_PRISMATIC_JOINT_H
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#include "Box2D/Dynamics/Joints/b2Joint.h"
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/// Prismatic joint definition. This requires defining a line of
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/// motion using an axis and an anchor point. The definition uses local
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/// anchor points and a local axis so that the initial configuration
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/// can violate the constraint slightly. The joint translation is zero
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/// when the local anchor points coincide in world space. Using local
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/// anchors and a local axis helps when saving and loading a game.
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/// @warning at least one body should by dynamic with a non-fixed rotation.
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struct b2PrismaticJointDef : public b2JointDef
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{
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b2PrismaticJointDef()
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{
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type = e_prismaticJoint;
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localAnchorA.SetZero();
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localAnchorB.SetZero();
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localAxis1.Set(1.0f, 0.0f);
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referenceAngle = 0.0f;
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enableLimit = false;
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lowerTranslation = 0.0f;
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upperTranslation = 0.0f;
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enableMotor = false;
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maxMotorForce = 0.0f;
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motorSpeed = 0.0f;
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}
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/// Initialize the bodies, anchors, axis, and reference angle using the world
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/// anchor and world axis.
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void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
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/// The local anchor point relative to body1's origin.
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b2Vec2 localAnchorA;
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/// The local anchor point relative to body2's origin.
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b2Vec2 localAnchorB;
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/// The local translation axis in body1.
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b2Vec2 localAxis1;
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/// The constrained angle between the bodies: body2_angle - body1_angle.
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float32 referenceAngle;
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/// Enable/disable the joint limit.
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bool enableLimit;
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/// The lower translation limit, usually in meters.
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float32 lowerTranslation;
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/// The upper translation limit, usually in meters.
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float32 upperTranslation;
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/// Enable/disable the joint motor.
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bool enableMotor;
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/// The maximum motor torque, usually in N-m.
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float32 maxMotorForce;
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/// The desired motor speed in radians per second.
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float32 motorSpeed;
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};
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/// A prismatic joint. This joint provides one degree of freedom: translation
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/// along an axis fixed in body1. Relative rotation is prevented. You can
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/// use a joint limit to restrict the range of motion and a joint motor to
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/// drive the motion or to model joint friction.
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class b2PrismaticJoint : public b2Joint
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{
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public:
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b2Vec2 GetAnchorA() const;
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b2Vec2 GetAnchorB() const;
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b2Vec2 GetReactionForce(float32 inv_dt) const;
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float32 GetReactionTorque(float32 inv_dt) const;
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/// Get the current joint translation, usually in meters.
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float32 GetJointTranslation() const;
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/// Get the current joint translation speed, usually in meters per second.
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float32 GetJointSpeed() const;
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/// Is the joint limit enabled?
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bool IsLimitEnabled() const;
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/// Enable/disable the joint limit.
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void EnableLimit(bool flag);
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/// Get the lower joint limit, usually in meters.
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float32 GetLowerLimit() const;
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/// Get the upper joint limit, usually in meters.
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float32 GetUpperLimit() const;
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/// Set the joint limits, usually in meters.
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void SetLimits(float32 lower, float32 upper);
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/// Is the joint motor enabled?
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bool IsMotorEnabled() const;
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/// Enable/disable the joint motor.
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void EnableMotor(bool flag);
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/// Set the motor speed, usually in meters per second.
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void SetMotorSpeed(float32 speed);
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/// Get the motor speed, usually in meters per second.
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float32 GetMotorSpeed() const;
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/// Set the maximum motor force, usually in N.
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void SetMaxMotorForce(float32 force);
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/// Get the current motor force, usually in N.
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float32 GetMotorForce() const;
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protected:
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friend class b2Joint;
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friend class b2GearJoint;
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b2PrismaticJoint(const b2PrismaticJointDef* def);
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void InitVelocityConstraints(const b2TimeStep& step);
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void SolveVelocityConstraints(const b2TimeStep& step);
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bool SolvePositionConstraints(float32 baumgarte);
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b2Vec2 m_localAnchor1;
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b2Vec2 m_localAnchor2;
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b2Vec2 m_localXAxis1;
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b2Vec2 m_localYAxis1;
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float32 m_refAngle;
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b2Vec2 m_axis, m_perp;
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float32 m_s1, m_s2;
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float32 m_a1, m_a2;
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b2Mat33 m_K;
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b2Vec3 m_impulse;
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float32 m_motorMass; // effective mass for motor/limit translational constraint.
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float32 m_motorImpulse;
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float32 m_lowerTranslation;
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float32 m_upperTranslation;
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float32 m_maxMotorForce;
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float32 m_motorSpeed;
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bool m_enableLimit;
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bool m_enableMotor;
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b2LimitState m_limitState;
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};
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inline float32 b2PrismaticJoint::GetMotorSpeed() const
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{
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return m_motorSpeed;
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}
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#endif
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