![]() System : Linux absol.cf 5.4.0-198-generic #218-Ubuntu SMP Fri Sep 27 20:18:53 UTC 2024 x86_64 User : www-data ( 33) PHP Version : 7.4.33 Disable Function : pcntl_alarm,pcntl_fork,pcntl_waitpid,pcntl_wait,pcntl_wifexited,pcntl_wifstopped,pcntl_wifsignaled,pcntl_wifcontinued,pcntl_wexitstatus,pcntl_wtermsig,pcntl_wstopsig,pcntl_signal,pcntl_signal_get_handler,pcntl_signal_dispatch,pcntl_get_last_error,pcntl_strerror,pcntl_sigprocmask,pcntl_sigwaitinfo,pcntl_sigtimedwait,pcntl_exec,pcntl_getpriority,pcntl_setpriority,pcntl_async_signals,pcntl_unshare, Directory : /usr/share/emscripten/tests/box2d/Box2D/Dynamics/Joints/ |
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/* * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #ifndef B2_MOUSE_JOINT_H #define B2_MOUSE_JOINT_H #include <Box2D/Dynamics/Joints/b2Joint.h> /// Mouse joint definition. This requires a world target point, /// tuning parameters, and the time step. // emscripten - b2MouseJointDef: add functions to set/get base class members struct b2MouseJointDef : public b2JointDef { b2MouseJointDef() { type = e_mouseJoint; target.Set(0.0f, 0.0f); maxForce = 0.0f; frequencyHz = 5.0f; dampingRatio = 0.7f; } /// The initial world target point. This is assumed /// to coincide with the body anchor initially. b2Vec2 target; /// The maximum constraint force that can be exerted /// to move the candidate body. Usually you will express /// as some multiple of the weight (multiplier * mass * gravity). float32 maxForce; /// The response speed. float32 frequencyHz; /// The damping ratio. 0 = no damping, 1 = critical damping. float32 dampingRatio; // to generate javascript bindings void set_bodyA(b2Body* b) { bodyA = b; } void set_bodyB(b2Body* b) { bodyB = b; } void set_collideConnected(bool b) { collideConnected = b; } b2Body* get_bodyA(b2Body* b) { return bodyA; } b2Body* get_bodyB(b2Body* b) { return bodyB; } bool get_collideConnected(bool b) { return collideConnected; } }; /// A mouse joint is used to make a point on a body track a /// specified world point. This a soft constraint with a maximum /// force. This allows the constraint to stretch and without /// applying huge forces. /// NOTE: this joint is not documented in the manual because it was /// developed to be used in the testbed. If you want to learn how to /// use the mouse joint, look at the testbed. // emscripten - b2MouseJoint: make constructor public class b2MouseJoint : public b2Joint { public: /// Implements b2Joint. b2Vec2 GetAnchorA() const; /// Implements b2Joint. b2Vec2 GetAnchorB() const; /// Implements b2Joint. b2Vec2 GetReactionForce(float32 inv_dt) const; /// Implements b2Joint. float32 GetReactionTorque(float32 inv_dt) const; /// Use this to update the target point. void SetTarget(const b2Vec2& target); const b2Vec2& GetTarget() const; /// Set/get the maximum force in Newtons. void SetMaxForce(float32 force); float32 GetMaxForce() const; /// Set/get the frequency in Hertz. void SetFrequency(float32 hz); float32 GetFrequency() const; /// Set/get the damping ratio (dimensionless). void SetDampingRatio(float32 ratio); float32 GetDampingRatio() const; /// The mouse joint does not support dumping. void Dump() { b2Log("Mouse joint dumping is not supported.\n"); } b2MouseJoint(const b2MouseJointDef* def); protected: friend class b2Joint; void InitVelocityConstraints(const b2SolverData& data); void SolveVelocityConstraints(const b2SolverData& data); bool SolvePositionConstraints(const b2SolverData& data); b2Vec2 m_localAnchorB; b2Vec2 m_targetA; float32 m_frequencyHz; float32 m_dampingRatio; float32 m_beta; // Solver shared b2Vec2 m_impulse; float32 m_maxForce; float32 m_gamma; // Solver temp int32 m_indexA; int32 m_indexB; b2Vec2 m_rB; b2Vec2 m_localCenterB; float32 m_invMassB; float32 m_invIB; b2Mat22 m_mass; b2Vec2 m_C; }; #endif