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Update to box2d 2.4.1
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@@ -23,14 +23,14 @@
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#ifndef B2_DISTANCE_JOINT_H
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#define B2_DISTANCE_JOINT_H
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#include "b2_api.h"
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#include "b2_joint.h"
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/// Distance joint definition. This requires defining an anchor point on both
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/// bodies and the non-zero length of the distance joint. The definition uses local anchor points
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/// so that the initial configuration can violate the constraint
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/// slightly. This helps when saving and loading a game.
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/// @warning Do not use a zero or short length.
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struct b2DistanceJointDef : public b2JointDef
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/// bodies and the non-zero distance of the distance joint. The definition uses
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/// local anchor points so that the initial configuration can violate the
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/// constraint slightly. This helps when saving and loading a game.
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struct B2_API b2DistanceJointDef : public b2JointDef
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{
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b2DistanceJointDef()
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{
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@@ -38,12 +38,14 @@ struct b2DistanceJointDef : public b2JointDef
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localAnchorA.Set(0.0f, 0.0f);
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localAnchorB.Set(0.0f, 0.0f);
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length = 1.0f;
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minLength = 0.0f;
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maxLength = FLT_MAX;
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stiffness = 0.0f;
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damping = 0.0f;
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}
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/// Initialize the bodies, anchors, and length using the world
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/// anchors.
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/// Initialize the bodies, anchors, and rest length using world space anchors.
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/// The minimum and maximum lengths are set to the rest length.
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void Initialize(b2Body* bodyA, b2Body* bodyB,
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const b2Vec2& anchorA, const b2Vec2& anchorB);
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@@ -53,10 +55,16 @@ struct b2DistanceJointDef : public b2JointDef
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/// The local anchor point relative to bodyB's origin.
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b2Vec2 localAnchorB;
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/// The natural length between the anchor points.
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/// The rest length of this joint. Clamped to a stable minimum value.
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float length;
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/// The linear stiffness in N/m. A value of 0 disables softness.
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/// Minimum length. Clamped to a stable minimum value.
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float minLength;
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/// Maximum length. Must be greater than or equal to the minimum length.
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float maxLength;
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/// The linear stiffness in N/m.
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float stiffness;
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/// The linear damping in N*s/m.
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@@ -65,7 +73,7 @@ struct b2DistanceJointDef : public b2JointDef
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/// A distance joint constrains two points on two bodies to remain at a fixed
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/// distance from each other. You can view this as a massless, rigid rod.
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class b2DistanceJoint : public b2Joint
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class B2_API b2DistanceJoint : public b2Joint
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{
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public:
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@@ -86,11 +94,30 @@ public:
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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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/// Set/get the natural length.
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/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
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void SetLength(float length) { m_length = length; }
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/// Get the rest length
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float GetLength() const { return m_length; }
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/// Set the rest length
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/// @returns clamped rest length
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float SetLength(float length);
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/// Get the minimum length
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float GetMinLength() const { return m_minLength; }
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/// Set the minimum length
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/// @returns the clamped minimum length
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float SetMinLength(float minLength);
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/// Get the maximum length
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float GetMaxLength() const { return m_maxLength; }
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/// Set the maximum length
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/// @returns the clamped maximum length
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float SetMaxLength(float maxLength);
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/// Get the current length
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float GetCurrentLength() const;
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/// Set/get the linear stiffness in N/m
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void SetStiffness(float stiffness) { m_stiffness = stiffness; }
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float GetStiffness() const { return m_stiffness; }
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@@ -102,6 +129,9 @@ public:
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/// Dump joint to dmLog
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void Dump() override;
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///
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void Draw(b2Draw* draw) const override;
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protected:
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friend class b2Joint;
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@@ -114,13 +144,17 @@ protected:
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float m_stiffness;
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float m_damping;
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float m_bias;
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float m_length;
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float m_minLength;
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float m_maxLength;
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// Solver shared
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b2Vec2 m_localAnchorA;
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b2Vec2 m_localAnchorB;
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float m_gamma;
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float m_impulse;
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float m_length;
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float m_lowerImpulse;
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float m_upperImpulse;
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// Solver temp
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int32 m_indexA;
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@@ -130,10 +164,12 @@ protected:
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b2Vec2 m_rB;
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b2Vec2 m_localCenterA;
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b2Vec2 m_localCenterB;
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float m_currentLength;
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float m_invMassA;
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float m_invMassB;
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float m_invIA;
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float m_invIB;
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float m_softMass;
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float m_mass;
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};
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