reflexion 0.1.7 → 0.1.8

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Files changed (223) hide show
  1. checksums.yaml +4 -4
  2. data/.doc/ext/reflex/application.cpp +5 -5
  3. data/.doc/ext/reflex/body.cpp +167 -0
  4. data/.doc/ext/reflex/capture_event.cpp +4 -4
  5. data/.doc/ext/reflex/draw_event.cpp +4 -4
  6. data/.doc/ext/reflex/event.cpp +4 -4
  7. data/.doc/ext/reflex/fixture.cpp +101 -0
  8. data/.doc/ext/reflex/focus_event.cpp +4 -4
  9. data/.doc/ext/reflex/frame_event.cpp +4 -4
  10. data/.doc/ext/reflex/image_view.cpp +22 -5
  11. data/.doc/ext/reflex/key_event.cpp +4 -4
  12. data/.doc/ext/reflex/native.cpp +6 -0
  13. data/.doc/ext/reflex/pointer_event.cpp +4 -4
  14. data/.doc/ext/reflex/reflex.cpp +2 -3
  15. data/.doc/ext/reflex/scroll_event.cpp +4 -4
  16. data/.doc/ext/reflex/selector.cpp +4 -4
  17. data/.doc/ext/reflex/style.cpp +4 -4
  18. data/.doc/ext/reflex/style_length.cpp +4 -4
  19. data/.doc/ext/reflex/style_length2.cpp +4 -4
  20. data/.doc/ext/reflex/style_length4.cpp +4 -4
  21. data/.doc/ext/reflex/update_event.cpp +4 -4
  22. data/.doc/ext/reflex/view.cpp +110 -8
  23. data/.doc/ext/reflex/wheel_event.cpp +4 -4
  24. data/.doc/ext/reflex/window.cpp +36 -12
  25. data/README.md +2 -2
  26. data/Rakefile +2 -1
  27. data/VERSION +1 -1
  28. data/ext/reflex/application.cpp +8 -8
  29. data/ext/reflex/body.cpp +181 -0
  30. data/ext/reflex/capture_event.cpp +4 -4
  31. data/ext/reflex/draw_event.cpp +4 -4
  32. data/ext/reflex/event.cpp +4 -4
  33. data/ext/reflex/fixture.cpp +108 -0
  34. data/ext/reflex/focus_event.cpp +4 -4
  35. data/ext/reflex/frame_event.cpp +4 -4
  36. data/ext/reflex/image_view.cpp +24 -5
  37. data/ext/reflex/key_event.cpp +4 -4
  38. data/ext/reflex/native.cpp +6 -0
  39. data/ext/reflex/pointer_event.cpp +4 -4
  40. data/ext/reflex/reflex.cpp +2 -3
  41. data/ext/reflex/scroll_event.cpp +4 -4
  42. data/ext/reflex/selector.cpp +4 -4
  43. data/ext/reflex/style.cpp +4 -4
  44. data/ext/reflex/style_length.cpp +4 -4
  45. data/ext/reflex/style_length2.cpp +4 -4
  46. data/ext/reflex/style_length4.cpp +4 -4
  47. data/ext/reflex/update_event.cpp +4 -4
  48. data/ext/reflex/view.cpp +126 -12
  49. data/ext/reflex/wheel_event.cpp +4 -4
  50. data/ext/reflex/window.cpp +39 -12
  51. data/include/reflex/bitmap.h +20 -0
  52. data/include/reflex/body.h +82 -0
  53. data/include/reflex/bounds.h +20 -0
  54. data/include/reflex/color.h +20 -0
  55. data/include/reflex/color_space.h +20 -0
  56. data/include/reflex/defs.h +5 -1
  57. data/include/reflex/event.h +16 -25
  58. data/include/reflex/fixture.h +116 -0
  59. data/include/reflex/font.h +20 -0
  60. data/include/reflex/image.h +20 -0
  61. data/include/reflex/image_view.h +1 -1
  62. data/include/reflex/matrix.h +20 -0
  63. data/include/reflex/painter.h +20 -0
  64. data/include/reflex/point.h +24 -0
  65. data/include/reflex/ruby/application.h +6 -0
  66. data/include/reflex/ruby/body.h +41 -0
  67. data/include/reflex/ruby/event.h +68 -0
  68. data/include/reflex/ruby/fixture.h +41 -0
  69. data/include/reflex/ruby/image_view.h +14 -0
  70. data/include/reflex/ruby/selector.h +14 -0
  71. data/include/reflex/ruby/style.h +14 -0
  72. data/include/reflex/ruby/style_length.h +26 -0
  73. data/include/reflex/ruby/view.h +43 -39
  74. data/include/reflex/ruby/window.h +27 -21
  75. data/include/reflex/ruby.h +2 -0
  76. data/include/reflex/shader.h +20 -0
  77. data/include/reflex/style.h +2 -3
  78. data/include/reflex/texture.h +20 -0
  79. data/include/reflex/view.h +45 -24
  80. data/include/reflex/window.h +11 -14
  81. data/include/reflex.h +3 -0
  82. data/lib/reflex/application.rb +6 -2
  83. data/lib/reflex/body.rb +17 -0
  84. data/lib/reflex/fixture.rb +17 -0
  85. data/lib/reflex/view.rb +16 -1
  86. data/lib/reflex/window.rb +13 -1
  87. data/lib/reflex.rb +2 -0
  88. data/reflex.gemspec +1 -1
  89. data/samples/bats.rb +4 -3
  90. data/samples/checker.rb +4 -3
  91. data/samples/fans.rb +4 -3
  92. data/samples/fps.rb +5 -3
  93. data/samples/grid.rb +5 -4
  94. data/samples/hello.rb +1 -1
  95. data/samples/image.rb +3 -2
  96. data/samples/ios/hello/hello/main.cpp +12 -3
  97. data/samples/ios/hello/hello.xcodeproj/project.pbxproj +376 -123
  98. data/samples/key.rb +5 -4
  99. data/samples/layout.rb +3 -2
  100. data/samples/model.rb +3 -2
  101. data/samples/osx/hello/hello/main.cpp +12 -3
  102. data/samples/osx/hello/hello.xcodeproj/project.pbxproj +375 -120
  103. data/samples/physics.rb +37 -0
  104. data/samples/repl.rb +3 -2
  105. data/samples/shader.rb +4 -4
  106. data/samples/shapes.rb +4 -4
  107. data/samples/text.rb +6 -4
  108. data/samples/tree.rb +5 -4
  109. data/samples/views.rb +3 -2
  110. data/samples/visuals.rb +1 -2
  111. data/src/body.cpp +244 -0
  112. data/src/event.cpp +18 -18
  113. data/src/fixture.cpp +108 -0
  114. data/src/image_view.cpp +1 -1
  115. data/src/ios/native_window.h +2 -0
  116. data/src/ios/native_window.mm +18 -1
  117. data/src/ios/opengl_view.mm +8 -0
  118. data/src/ios/window.mm +24 -3
  119. data/src/ios/window_data.h +3 -3
  120. data/src/osx/native_window.mm +17 -1
  121. data/src/osx/window.mm +24 -3
  122. data/src/osx/window_data.h +3 -3
  123. data/src/physics/Box2D/Box2D.h +68 -0
  124. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.cpp +193 -0
  125. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.h +105 -0
  126. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.cpp +99 -0
  127. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.h +91 -0
  128. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.cpp +138 -0
  129. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.h +74 -0
  130. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.cpp +467 -0
  131. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.h +101 -0
  132. data/src/physics/Box2D/Collision/Shapes/b2Shape.h +101 -0
  133. data/src/physics/Box2D/Collision/b2BroadPhase.cpp +119 -0
  134. data/src/physics/Box2D/Collision/b2BroadPhase.h +257 -0
  135. data/src/physics/Box2D/Collision/b2CollideCircle.cpp +154 -0
  136. data/src/physics/Box2D/Collision/b2CollideEdge.cpp +698 -0
  137. data/src/physics/Box2D/Collision/b2CollidePolygon.cpp +239 -0
  138. data/src/physics/Box2D/Collision/b2Collision.cpp +252 -0
  139. data/src/physics/Box2D/Collision/b2Collision.h +277 -0
  140. data/src/physics/Box2D/Collision/b2Distance.cpp +603 -0
  141. data/src/physics/Box2D/Collision/b2Distance.h +141 -0
  142. data/src/physics/Box2D/Collision/b2DynamicTree.cpp +778 -0
  143. data/src/physics/Box2D/Collision/b2DynamicTree.h +289 -0
  144. data/src/physics/Box2D/Collision/b2TimeOfImpact.cpp +486 -0
  145. data/src/physics/Box2D/Collision/b2TimeOfImpact.h +58 -0
  146. data/src/physics/Box2D/Common/b2BlockAllocator.cpp +215 -0
  147. data/src/physics/Box2D/Common/b2BlockAllocator.h +62 -0
  148. data/src/physics/Box2D/Common/b2Draw.cpp +44 -0
  149. data/src/physics/Box2D/Common/b2Draw.h +86 -0
  150. data/src/physics/Box2D/Common/b2GrowableStack.h +85 -0
  151. data/src/physics/Box2D/Common/b2Math.cpp +94 -0
  152. data/src/physics/Box2D/Common/b2Math.h +720 -0
  153. data/src/physics/Box2D/Common/b2Settings.cpp +44 -0
  154. data/src/physics/Box2D/Common/b2Settings.h +151 -0
  155. data/src/physics/Box2D/Common/b2StackAllocator.cpp +83 -0
  156. data/src/physics/Box2D/Common/b2StackAllocator.h +60 -0
  157. data/src/physics/Box2D/Common/b2Timer.cpp +101 -0
  158. data/src/physics/Box2D/Common/b2Timer.h +50 -0
  159. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp +53 -0
  160. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h +39 -0
  161. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp +53 -0
  162. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h +39 -0
  163. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.cpp +52 -0
  164. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.h +39 -0
  165. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.cpp +247 -0
  166. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.h +349 -0
  167. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.cpp +838 -0
  168. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.h +95 -0
  169. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp +49 -0
  170. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h +39 -0
  171. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp +49 -0
  172. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h +39 -0
  173. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp +49 -0
  174. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h +38 -0
  175. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.cpp +52 -0
  176. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.h +39 -0
  177. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.cpp +260 -0
  178. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.h +169 -0
  179. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.cpp +251 -0
  180. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.h +119 -0
  181. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.cpp +419 -0
  182. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.h +125 -0
  183. data/src/physics/Box2D/Dynamics/Joints/b2Joint.cpp +211 -0
  184. data/src/physics/Box2D/Dynamics/Joints/b2Joint.h +226 -0
  185. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.cpp +304 -0
  186. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.h +133 -0
  187. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.cpp +222 -0
  188. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.h +129 -0
  189. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp +629 -0
  190. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.h +196 -0
  191. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.cpp +348 -0
  192. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.h +152 -0
  193. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp +502 -0
  194. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.h +204 -0
  195. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.cpp +241 -0
  196. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.h +114 -0
  197. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.cpp +344 -0
  198. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.h +126 -0
  199. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.cpp +419 -0
  200. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.h +210 -0
  201. data/src/physics/Box2D/Dynamics/b2Body.cpp +549 -0
  202. data/src/physics/Box2D/Dynamics/b2Body.h +860 -0
  203. data/src/physics/Box2D/Dynamics/b2ContactManager.cpp +296 -0
  204. data/src/physics/Box2D/Dynamics/b2ContactManager.h +52 -0
  205. data/src/physics/Box2D/Dynamics/b2Fixture.cpp +303 -0
  206. data/src/physics/Box2D/Dynamics/b2Fixture.h +345 -0
  207. data/src/physics/Box2D/Dynamics/b2Island.cpp +539 -0
  208. data/src/physics/Box2D/Dynamics/b2Island.h +93 -0
  209. data/src/physics/Box2D/Dynamics/b2TimeStep.h +70 -0
  210. data/src/physics/Box2D/Dynamics/b2World.cpp +1339 -0
  211. data/src/physics/Box2D/Dynamics/b2World.h +354 -0
  212. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.cpp +36 -0
  213. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.h +155 -0
  214. data/src/physics/Box2D/Rope/b2Rope.cpp +259 -0
  215. data/src/physics/Box2D/Rope/b2Rope.h +115 -0
  216. data/src/style.cpp +2 -2
  217. data/src/view.cpp +217 -17
  218. data/src/window.cpp +25 -15
  219. data/src/world.cpp +206 -0
  220. data/src/world.h +96 -0
  221. data/task/box2d.rake +25 -0
  222. data/test/test_view.rb +5 -5
  223. metadata +125 -3
@@ -0,0 +1,196 @@
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+ /*
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+ * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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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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+
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+ #ifndef B2_PRISMATIC_JOINT_H
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+ #define B2_PRISMATIC_JOINT_H
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+
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+ #include <Box2D/Dynamics/Joints/b2Joint.h>
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+
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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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+ 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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+ localAxisA.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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+
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+ /// Initialize the bodies, anchors, axis, and reference angle using the world
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+ /// anchor and unit world axis.
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+ void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
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+
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+ /// The local anchor point relative to bodyA's origin.
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+ b2Vec2 localAnchorA;
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+
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+ /// The local anchor point relative to bodyB's origin.
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+ b2Vec2 localAnchorB;
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+
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+ /// The local translation unit axis in bodyA.
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+ b2Vec2 localAxisA;
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+
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+ /// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
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+ float32 referenceAngle;
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+
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+ /// Enable/disable the joint limit.
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+ bool enableLimit;
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+
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+ /// The lower translation limit, usually in meters.
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+ float32 lowerTranslation;
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+
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+ /// The upper translation limit, usually in meters.
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+ float32 upperTranslation;
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+
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+ /// Enable/disable the joint motor.
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+ bool enableMotor;
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+
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+ /// The maximum motor torque, usually in N-m.
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+ float32 maxMotorForce;
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+
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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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+
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+ /// A prismatic joint. This joint provides one degree of freedom: translation
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+ /// along an axis fixed in bodyA. 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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+
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+ b2Vec2 GetReactionForce(float32 inv_dt) const;
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+ float32 GetReactionTorque(float32 inv_dt) const;
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+
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+ /// The local anchor point relative to bodyA's origin.
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+ const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
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+
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+ /// The local anchor point relative to bodyB's origin.
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+ const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
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+
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+ /// The local joint axis relative to bodyA.
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+ const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
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+
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+ /// Get the reference angle.
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+ float32 GetReferenceAngle() const { return m_referenceAngle; }
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+
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+ /// Get the current joint translation, usually in meters.
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+ float32 GetJointTranslation() const;
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+
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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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+
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+ /// Is the joint limit enabled?
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+ bool IsLimitEnabled() const;
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+
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+ /// Enable/disable the joint limit.
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+ void EnableLimit(bool flag);
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+
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+ /// Get the lower joint limit, usually in meters.
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+ float32 GetLowerLimit() const;
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+
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+ /// Get the upper joint limit, usually in meters.
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+ float32 GetUpperLimit() const;
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+
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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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+
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+ /// Is the joint motor enabled?
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+ bool IsMotorEnabled() const;
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+
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+ /// Enable/disable the joint motor.
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+ void EnableMotor(bool flag);
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+
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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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+
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+ /// Get the motor speed, usually in meters per second.
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+ float32 GetMotorSpeed() const;
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+
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+ /// Set the maximum motor force, usually in N.
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+ void SetMaxMotorForce(float32 force);
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+ float32 GetMaxMotorForce() const { return m_maxMotorForce; }
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+
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+ /// Get the current motor force given the inverse time step, usually in N.
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+ float32 GetMotorForce(float32 inv_dt) const;
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+
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+ /// Dump to b2Log
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+ void Dump();
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+
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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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+
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+ void InitVelocityConstraints(const b2SolverData& data);
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+ void SolveVelocityConstraints(const b2SolverData& data);
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+ bool SolvePositionConstraints(const b2SolverData& data);
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+
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+ // Solver shared
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+ b2Vec2 m_localAnchorA;
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+ b2Vec2 m_localAnchorB;
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+ b2Vec2 m_localXAxisA;
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+ b2Vec2 m_localYAxisA;
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+ float32 m_referenceAngle;
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+ b2Vec3 m_impulse;
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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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+ // Solver temp
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+ int32 m_indexA;
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+ int32 m_indexB;
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+ b2Vec2 m_localCenterA;
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+ b2Vec2 m_localCenterB;
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+ float32 m_invMassA;
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+ float32 m_invMassB;
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+ float32 m_invIA;
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+ float32 m_invIB;
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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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+ float32 m_motorMass;
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+ };
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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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+ }
195
+
196
+ #endif
@@ -0,0 +1,348 @@
1
+ /*
2
+ * Copyright (c) 2007 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
+ #include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
20
+ #include <Box2D/Dynamics/b2Body.h>
21
+ #include <Box2D/Dynamics/b2TimeStep.h>
22
+
23
+ // Pulley:
24
+ // length1 = norm(p1 - s1)
25
+ // length2 = norm(p2 - s2)
26
+ // C0 = (length1 + ratio * length2)_initial
27
+ // C = C0 - (length1 + ratio * length2)
28
+ // u1 = (p1 - s1) / norm(p1 - s1)
29
+ // u2 = (p2 - s2) / norm(p2 - s2)
30
+ // Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
31
+ // J = -[u1 cross(r1, u1) ratio * u2 ratio * cross(r2, u2)]
32
+ // K = J * invM * JT
33
+ // = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
34
+
35
+ void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB,
36
+ const b2Vec2& groundA, const b2Vec2& groundB,
37
+ const b2Vec2& anchorA, const b2Vec2& anchorB,
38
+ float32 r)
39
+ {
40
+ bodyA = bA;
41
+ bodyB = bB;
42
+ groundAnchorA = groundA;
43
+ groundAnchorB = groundB;
44
+ localAnchorA = bodyA->GetLocalPoint(anchorA);
45
+ localAnchorB = bodyB->GetLocalPoint(anchorB);
46
+ b2Vec2 dA = anchorA - groundA;
47
+ lengthA = dA.Length();
48
+ b2Vec2 dB = anchorB - groundB;
49
+ lengthB = dB.Length();
50
+ ratio = r;
51
+ b2Assert(ratio > b2_epsilon);
52
+ }
53
+
54
+ b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
55
+ : b2Joint(def)
56
+ {
57
+ m_groundAnchorA = def->groundAnchorA;
58
+ m_groundAnchorB = def->groundAnchorB;
59
+ m_localAnchorA = def->localAnchorA;
60
+ m_localAnchorB = def->localAnchorB;
61
+
62
+ m_lengthA = def->lengthA;
63
+ m_lengthB = def->lengthB;
64
+
65
+ b2Assert(def->ratio != 0.0f);
66
+ m_ratio = def->ratio;
67
+
68
+ m_constant = def->lengthA + m_ratio * def->lengthB;
69
+
70
+ m_impulse = 0.0f;
71
+ }
72
+
73
+ void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data)
74
+ {
75
+ m_indexA = m_bodyA->m_islandIndex;
76
+ m_indexB = m_bodyB->m_islandIndex;
77
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
78
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
79
+ m_invMassA = m_bodyA->m_invMass;
80
+ m_invMassB = m_bodyB->m_invMass;
81
+ m_invIA = m_bodyA->m_invI;
82
+ m_invIB = m_bodyB->m_invI;
83
+
84
+ b2Vec2 cA = data.positions[m_indexA].c;
85
+ float32 aA = data.positions[m_indexA].a;
86
+ b2Vec2 vA = data.velocities[m_indexA].v;
87
+ float32 wA = data.velocities[m_indexA].w;
88
+
89
+ b2Vec2 cB = data.positions[m_indexB].c;
90
+ float32 aB = data.positions[m_indexB].a;
91
+ b2Vec2 vB = data.velocities[m_indexB].v;
92
+ float32 wB = data.velocities[m_indexB].w;
93
+
94
+ b2Rot qA(aA), qB(aB);
95
+
96
+ m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
97
+ m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
98
+
99
+ // Get the pulley axes.
100
+ m_uA = cA + m_rA - m_groundAnchorA;
101
+ m_uB = cB + m_rB - m_groundAnchorB;
102
+
103
+ float32 lengthA = m_uA.Length();
104
+ float32 lengthB = m_uB.Length();
105
+
106
+ if (lengthA > 10.0f * b2_linearSlop)
107
+ {
108
+ m_uA *= 1.0f / lengthA;
109
+ }
110
+ else
111
+ {
112
+ m_uA.SetZero();
113
+ }
114
+
115
+ if (lengthB > 10.0f * b2_linearSlop)
116
+ {
117
+ m_uB *= 1.0f / lengthB;
118
+ }
119
+ else
120
+ {
121
+ m_uB.SetZero();
122
+ }
123
+
124
+ // Compute effective mass.
125
+ float32 ruA = b2Cross(m_rA, m_uA);
126
+ float32 ruB = b2Cross(m_rB, m_uB);
127
+
128
+ float32 mA = m_invMassA + m_invIA * ruA * ruA;
129
+ float32 mB = m_invMassB + m_invIB * ruB * ruB;
130
+
131
+ m_mass = mA + m_ratio * m_ratio * mB;
132
+
133
+ if (m_mass > 0.0f)
134
+ {
135
+ m_mass = 1.0f / m_mass;
136
+ }
137
+
138
+ if (data.step.warmStarting)
139
+ {
140
+ // Scale impulses to support variable time steps.
141
+ m_impulse *= data.step.dtRatio;
142
+
143
+ // Warm starting.
144
+ b2Vec2 PA = -(m_impulse) * m_uA;
145
+ b2Vec2 PB = (-m_ratio * m_impulse) * m_uB;
146
+
147
+ vA += m_invMassA * PA;
148
+ wA += m_invIA * b2Cross(m_rA, PA);
149
+ vB += m_invMassB * PB;
150
+ wB += m_invIB * b2Cross(m_rB, PB);
151
+ }
152
+ else
153
+ {
154
+ m_impulse = 0.0f;
155
+ }
156
+
157
+ data.velocities[m_indexA].v = vA;
158
+ data.velocities[m_indexA].w = wA;
159
+ data.velocities[m_indexB].v = vB;
160
+ data.velocities[m_indexB].w = wB;
161
+ }
162
+
163
+ void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data)
164
+ {
165
+ b2Vec2 vA = data.velocities[m_indexA].v;
166
+ float32 wA = data.velocities[m_indexA].w;
167
+ b2Vec2 vB = data.velocities[m_indexB].v;
168
+ float32 wB = data.velocities[m_indexB].w;
169
+
170
+ b2Vec2 vpA = vA + b2Cross(wA, m_rA);
171
+ b2Vec2 vpB = vB + b2Cross(wB, m_rB);
172
+
173
+ float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
174
+ float32 impulse = -m_mass * Cdot;
175
+ m_impulse += impulse;
176
+
177
+ b2Vec2 PA = -impulse * m_uA;
178
+ b2Vec2 PB = -m_ratio * impulse * m_uB;
179
+ vA += m_invMassA * PA;
180
+ wA += m_invIA * b2Cross(m_rA, PA);
181
+ vB += m_invMassB * PB;
182
+ wB += m_invIB * b2Cross(m_rB, PB);
183
+
184
+ data.velocities[m_indexA].v = vA;
185
+ data.velocities[m_indexA].w = wA;
186
+ data.velocities[m_indexB].v = vB;
187
+ data.velocities[m_indexB].w = wB;
188
+ }
189
+
190
+ bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data)
191
+ {
192
+ b2Vec2 cA = data.positions[m_indexA].c;
193
+ float32 aA = data.positions[m_indexA].a;
194
+ b2Vec2 cB = data.positions[m_indexB].c;
195
+ float32 aB = data.positions[m_indexB].a;
196
+
197
+ b2Rot qA(aA), qB(aB);
198
+
199
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
200
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
201
+
202
+ // Get the pulley axes.
203
+ b2Vec2 uA = cA + rA - m_groundAnchorA;
204
+ b2Vec2 uB = cB + rB - m_groundAnchorB;
205
+
206
+ float32 lengthA = uA.Length();
207
+ float32 lengthB = uB.Length();
208
+
209
+ if (lengthA > 10.0f * b2_linearSlop)
210
+ {
211
+ uA *= 1.0f / lengthA;
212
+ }
213
+ else
214
+ {
215
+ uA.SetZero();
216
+ }
217
+
218
+ if (lengthB > 10.0f * b2_linearSlop)
219
+ {
220
+ uB *= 1.0f / lengthB;
221
+ }
222
+ else
223
+ {
224
+ uB.SetZero();
225
+ }
226
+
227
+ // Compute effective mass.
228
+ float32 ruA = b2Cross(rA, uA);
229
+ float32 ruB = b2Cross(rB, uB);
230
+
231
+ float32 mA = m_invMassA + m_invIA * ruA * ruA;
232
+ float32 mB = m_invMassB + m_invIB * ruB * ruB;
233
+
234
+ float32 mass = mA + m_ratio * m_ratio * mB;
235
+
236
+ if (mass > 0.0f)
237
+ {
238
+ mass = 1.0f / mass;
239
+ }
240
+
241
+ float32 C = m_constant - lengthA - m_ratio * lengthB;
242
+ float32 linearError = b2Abs(C);
243
+
244
+ float32 impulse = -mass * C;
245
+
246
+ b2Vec2 PA = -impulse * uA;
247
+ b2Vec2 PB = -m_ratio * impulse * uB;
248
+
249
+ cA += m_invMassA * PA;
250
+ aA += m_invIA * b2Cross(rA, PA);
251
+ cB += m_invMassB * PB;
252
+ aB += m_invIB * b2Cross(rB, PB);
253
+
254
+ data.positions[m_indexA].c = cA;
255
+ data.positions[m_indexA].a = aA;
256
+ data.positions[m_indexB].c = cB;
257
+ data.positions[m_indexB].a = aB;
258
+
259
+ return linearError < b2_linearSlop;
260
+ }
261
+
262
+ b2Vec2 b2PulleyJoint::GetAnchorA() const
263
+ {
264
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
265
+ }
266
+
267
+ b2Vec2 b2PulleyJoint::GetAnchorB() const
268
+ {
269
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
270
+ }
271
+
272
+ b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
273
+ {
274
+ b2Vec2 P = m_impulse * m_uB;
275
+ return inv_dt * P;
276
+ }
277
+
278
+ float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const
279
+ {
280
+ B2_NOT_USED(inv_dt);
281
+ return 0.0f;
282
+ }
283
+
284
+ b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
285
+ {
286
+ return m_groundAnchorA;
287
+ }
288
+
289
+ b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
290
+ {
291
+ return m_groundAnchorB;
292
+ }
293
+
294
+ float32 b2PulleyJoint::GetLengthA() const
295
+ {
296
+ return m_lengthA;
297
+ }
298
+
299
+ float32 b2PulleyJoint::GetLengthB() const
300
+ {
301
+ return m_lengthB;
302
+ }
303
+
304
+ float32 b2PulleyJoint::GetRatio() const
305
+ {
306
+ return m_ratio;
307
+ }
308
+
309
+ float32 b2PulleyJoint::GetCurrentLengthA() const
310
+ {
311
+ b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
312
+ b2Vec2 s = m_groundAnchorA;
313
+ b2Vec2 d = p - s;
314
+ return d.Length();
315
+ }
316
+
317
+ float32 b2PulleyJoint::GetCurrentLengthB() const
318
+ {
319
+ b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
320
+ b2Vec2 s = m_groundAnchorB;
321
+ b2Vec2 d = p - s;
322
+ return d.Length();
323
+ }
324
+
325
+ void b2PulleyJoint::Dump()
326
+ {
327
+ int32 indexA = m_bodyA->m_islandIndex;
328
+ int32 indexB = m_bodyB->m_islandIndex;
329
+
330
+ b2Log(" b2PulleyJointDef jd;\n");
331
+ b2Log(" jd.bodyA = bodies[%d];\n", indexA);
332
+ b2Log(" jd.bodyB = bodies[%d];\n", indexB);
333
+ b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
334
+ b2Log(" jd.groundAnchorA.Set(%.15lef, %.15lef);\n", m_groundAnchorA.x, m_groundAnchorA.y);
335
+ b2Log(" jd.groundAnchorB.Set(%.15lef, %.15lef);\n", m_groundAnchorB.x, m_groundAnchorB.y);
336
+ b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
337
+ b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
338
+ b2Log(" jd.lengthA = %.15lef;\n", m_lengthA);
339
+ b2Log(" jd.lengthB = %.15lef;\n", m_lengthB);
340
+ b2Log(" jd.ratio = %.15lef;\n", m_ratio);
341
+ b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
342
+ }
343
+
344
+ void b2PulleyJoint::ShiftOrigin(const b2Vec2& newOrigin)
345
+ {
346
+ m_groundAnchorA -= newOrigin;
347
+ m_groundAnchorB -= newOrigin;
348
+ }
@@ -0,0 +1,152 @@
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_PULLEY_JOINT_H
20
+ #define B2_PULLEY_JOINT_H
21
+
22
+ #include <Box2D/Dynamics/Joints/b2Joint.h>
23
+
24
+ const float32 b2_minPulleyLength = 2.0f;
25
+
26
+ /// Pulley joint definition. This requires two ground anchors,
27
+ /// two dynamic body anchor points, and a pulley ratio.
28
+ struct b2PulleyJointDef : public b2JointDef
29
+ {
30
+ b2PulleyJointDef()
31
+ {
32
+ type = e_pulleyJoint;
33
+ groundAnchorA.Set(-1.0f, 1.0f);
34
+ groundAnchorB.Set(1.0f, 1.0f);
35
+ localAnchorA.Set(-1.0f, 0.0f);
36
+ localAnchorB.Set(1.0f, 0.0f);
37
+ lengthA = 0.0f;
38
+ lengthB = 0.0f;
39
+ ratio = 1.0f;
40
+ collideConnected = true;
41
+ }
42
+
43
+ /// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
44
+ void Initialize(b2Body* bodyA, b2Body* bodyB,
45
+ const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
46
+ const b2Vec2& anchorA, const b2Vec2& anchorB,
47
+ float32 ratio);
48
+
49
+ /// The first ground anchor in world coordinates. This point never moves.
50
+ b2Vec2 groundAnchorA;
51
+
52
+ /// The second ground anchor in world coordinates. This point never moves.
53
+ b2Vec2 groundAnchorB;
54
+
55
+ /// The local anchor point relative to bodyA's origin.
56
+ b2Vec2 localAnchorA;
57
+
58
+ /// The local anchor point relative to bodyB's origin.
59
+ b2Vec2 localAnchorB;
60
+
61
+ /// The a reference length for the segment attached to bodyA.
62
+ float32 lengthA;
63
+
64
+ /// The a reference length for the segment attached to bodyB.
65
+ float32 lengthB;
66
+
67
+ /// The pulley ratio, used to simulate a block-and-tackle.
68
+ float32 ratio;
69
+ };
70
+
71
+ /// The pulley joint is connected to two bodies and two fixed ground points.
72
+ /// The pulley supports a ratio such that:
73
+ /// length1 + ratio * length2 <= constant
74
+ /// Yes, the force transmitted is scaled by the ratio.
75
+ /// Warning: the pulley joint can get a bit squirrelly by itself. They often
76
+ /// work better when combined with prismatic joints. You should also cover the
77
+ /// the anchor points with static shapes to prevent one side from going to
78
+ /// zero length.
79
+ class b2PulleyJoint : public b2Joint
80
+ {
81
+ public:
82
+ b2Vec2 GetAnchorA() const;
83
+ b2Vec2 GetAnchorB() const;
84
+
85
+ b2Vec2 GetReactionForce(float32 inv_dt) const;
86
+ float32 GetReactionTorque(float32 inv_dt) const;
87
+
88
+ /// Get the first ground anchor.
89
+ b2Vec2 GetGroundAnchorA() const;
90
+
91
+ /// Get the second ground anchor.
92
+ b2Vec2 GetGroundAnchorB() const;
93
+
94
+ /// Get the current length of the segment attached to bodyA.
95
+ float32 GetLengthA() const;
96
+
97
+ /// Get the current length of the segment attached to bodyB.
98
+ float32 GetLengthB() const;
99
+
100
+ /// Get the pulley ratio.
101
+ float32 GetRatio() const;
102
+
103
+ /// Get the current length of the segment attached to bodyA.
104
+ float32 GetCurrentLengthA() const;
105
+
106
+ /// Get the current length of the segment attached to bodyB.
107
+ float32 GetCurrentLengthB() const;
108
+
109
+ /// Dump joint to dmLog
110
+ void Dump();
111
+
112
+ /// Implement b2Joint::ShiftOrigin
113
+ void ShiftOrigin(const b2Vec2& newOrigin);
114
+
115
+ protected:
116
+
117
+ friend class b2Joint;
118
+ b2PulleyJoint(const b2PulleyJointDef* data);
119
+
120
+ void InitVelocityConstraints(const b2SolverData& data);
121
+ void SolveVelocityConstraints(const b2SolverData& data);
122
+ bool SolvePositionConstraints(const b2SolverData& data);
123
+
124
+ b2Vec2 m_groundAnchorA;
125
+ b2Vec2 m_groundAnchorB;
126
+ float32 m_lengthA;
127
+ float32 m_lengthB;
128
+
129
+ // Solver shared
130
+ b2Vec2 m_localAnchorA;
131
+ b2Vec2 m_localAnchorB;
132
+ float32 m_constant;
133
+ float32 m_ratio;
134
+ float32 m_impulse;
135
+
136
+ // Solver temp
137
+ int32 m_indexA;
138
+ int32 m_indexB;
139
+ b2Vec2 m_uA;
140
+ b2Vec2 m_uB;
141
+ b2Vec2 m_rA;
142
+ b2Vec2 m_rB;
143
+ b2Vec2 m_localCenterA;
144
+ b2Vec2 m_localCenterB;
145
+ float32 m_invMassA;
146
+ float32 m_invMassB;
147
+ float32 m_invIA;
148
+ float32 m_invIB;
149
+ float32 m_mass;
150
+ };
151
+
152
+ #endif