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cocos2d-x节点(b2GearJoint.h)API
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//齿轮joints(接头),这个定义需要两个现有的旋转/移动 joints(接头)
///cocos2d-x-3.0alpha0/external/Box2D/Dynamics/Joints
//齿轮joints(接头),这个定义需要两个现有的 旋转/移动 joints(接头)
#ifndef B2_GEAR_JOINT_H
#define B2_GEAR_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// 齿轮joints(接头)定义. 这个定义需要两个现有的
/// revolute or prismatic joints(接头)(任意组合都可以工作). // 旋转/移动
struct b2GearJointDef : public b2JointDef
{
b2GearJointDef()
{
type = e_gearJoint;
joint1 = NULL;
joint2 = NULL;
ratio = 1.0f;
}
/// 第一个 revolute/prismatic joints(接头)连接到齿轮joints(接头). // 旋转/移动
b2Joint* joint1;
/// 第二个 revolute/prismatic joints(接头)连接到齿轮joints(接头). // 旋转/移动
b2Joint* joint2;
/// 齿轮比.
/// @see b2GearJoint for explanation.
float32 ratio;
};
//一个齿轮joints(接头)可以把两个 joints(接头)连接在一起。两个 joints(接头)一个可以 revolute 另一个可以 prismatic 旋转/移动
/// 您指定的齿轮比率一起绑定运动:
/// coordinate1 + ratio * coordinate2 = constant //协调,比率,不变
/// 该比率可以是正向或负向。如果一个 joints(接头)是 旋转的joints(接头),另一个 joints(接头) 是移动的joints(接头),
/// 那么该比率将具有单位长度或者 1/length 单元
/// @warning 如果 joints(接头)1或者 joints(接头)被破坏了,你需要手动销毁这个齿轮joints(接头)
class b2GearJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the first joint.
b2Joint* GetJoint1() { return m_joint1; }
/// Get the second joint.
b2Joint* GetJoint2() { return m_joint2; }
/// Set/Get齿轮比率.
void SetRatio(float32 ratio);
float32 GetRatio() const;
/// 把 joints(接头)的阻尼输出到 dmLog
void Dump();
protected:
friend class b2Joint;
b2GearJoint(const b2GearJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Joint* m_joint1;
b2Joint* m_joint2;
b2JointType m_typeA;
b2JointType m_typeB;
// Body A is connected to body C
// Body B is connected to body D //连接
b2Body* m_bodyC;
b2Body* m_bodyD;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localAnchorC;
b2Vec2 m_localAnchorD;
b2Vec2 m_localAxisC;
b2Vec2 m_localAxisD;
float32 m_referenceAngleA;
float32 m_referenceAngleB;
float32 m_constant;
float32 m_ratio;
float32 m_impulse;
// Solver temp
int32 m_indexA, m_indexB, m_indexC, m_indexD;
b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
float32 m_mA, m_mB, m_mC, m_mD;
float32 m_iA, m_iB, m_iC, m_iD;
b2Vec2 m_JvAC, m_JvBD;
float32 m_JwA, m_JwB, m_JwC, m_JwD;
float32 m_mass;
};
#endif