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cocos2d-x节点(b2RevoluteJoint.h)API
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// Revolute(旋转)joints(接头)需要一个共同点来约束它们的 bodies,它们可以围绕这个点自由旋转
///cocos2d-x-3.0alpha0/external/Box2D/Dynamics/Joints
// Revolute(旋转)joints(接头)需要一个共同点来约束它们的 bodies,它们可以围绕这个点自由旋转
#ifndef B2_REVOLUTE_JOINT_H
#define B2_REVOLUTE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Revolute(旋转)joints(接头)定义. 添加进 joints(接头)的 bodies需要定义一个 锚点
/// 定义使用本地锚点,所以初始配置可以稍微违反约束。你还需要为 joints(接头)限制制定一个初始的相对角度
/// 这有助于保存和加载游戏,本地锚点的测量是根据 body's 的原点,而不是质量中心,因为:
/// 1. 你可能不知道质量中心再哪.
/// 2. 如果你从 body 上 add/remove shapes,会重新计算质量,joints(接头)也会被破坏
struct b2RevoluteJointDef : public b2JointDef
{
b2RevoluteJointDef()
{
type = e_revoluteJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
referenceAngle = 0.0f;
lowerAngle = 0.0f;
upperAngle = 0.0f;
maxMotorTorque = 0.0f;
motorSpeed = 0.0f;
enableLimit = false;
enableMotor = false;
}
/// Initialize the bodies, anchors, and reference angle using a world
/// anchor point.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// 相对与 bodyA's 原点的本地锚点.
b2Vec2 localAnchorA;
/// 相对与 bodyB's 原点的本地锚点.
b2Vec2 localAnchorB;
/// The bodyB angle minus(减去) bodyA angle in the reference state (radians).
float32 referenceAngle;
/// 一个启用 joints(接头) limits 的标识.
bool enableLimit;
/// The lower(底部) angle for the joint limit (radians).
float32 lowerAngle;
/// The upper(顶部) angle for the joint limit (radians).
float32 upperAngle;
/// A flag to enable the joint motor.
bool enableMotor;
/// 所需的(电机)转速. Usually in radians per second.
float32 motorSpeed;
/// torque (电机)的最大力矩来实现所需的(电机)转速。
/// Usually in N-m.
float32 maxMotorTorque;
};
// Revolute(旋转)joints(接头)需要一个共同点来约束它们的 bodies,它们可以围绕这个点自由旋转
/// joints(接头)角围绕共享点相对转动 。你可以使用 joints(接头)指定角度的上限和下限来限制相对转动
/// 你可以使用 motor 来驱动,围绕共享点相对旋转,电机
/// motor 由最大力矩提供,所以不会产生无穷的力量
class b2RevoluteJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
/// 相对与 bodyA's 原点的本地锚点.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// 相对与 bodyB's 原点的本地锚点.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Get the reference angle. //参考
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Get the current joint angle in radians.
float32 GetJointAngle() const;
/// Get the current joint angle speed in radians per second. //获取当前 joints(接头)角速度 弧度每秒
float32 GetJointSpeed() const;
/// Is the joints(接头) limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joints(接头) limit.
void EnableLimit(bool flag);
/// Get the lower(底部) joints(接头) limit in radians.
float32 GetLowerLimit() const;
/// Get the upper(顶部) joints(接头) limit in radians.
float32 GetUpperLimit() const;
/// Set the joints(接头) limits in radians.
void SetLimits(float32 lower, float32 upper);
/// joints(接头) motor 是否启用了. //电机
bool IsMotorEnabled() const;
/// Enable/disable the joints(接头) motor. //电机
void EnableMotor(bool flag);
/// Set motor 的速度 弧度每秒 //电机
void SetMotorSpeed(float32 speed);
float32 GetMotorSpeed() const;
/// Set motor 的最大力矩, usually in N-m. //电机
void SetMaxMotorTorque(float32 torque);
float32 GetMaxMotorTorque() const { return m_maxMotorTorque; }
/// 使用给定的相反时间步,获取反作用 力
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
// 使用给定的相反时间步,获取反作用力矩来限制 joints(接头)
/// Unit is N*m.
float32 GetReactionTorque(float32 inv_dt) const;
//使用给定的相反时间步,获取当前 motor 力矩 //电机
/// Unit is N*m.
float32 GetMotorTorque(float32 inv_dt) const;
/// 把阻尼输出转储到 b2Log.
void Dump();
protected:
friend class b2Joint;
friend class b2GearJoint;
b2RevoluteJoint(const b2RevoluteJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec3 m_impulse;
float32 m_motorImpulse;
bool m_enableMotor;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
bool m_enableLimit;
float32 m_referenceAngle;
float32 m_lowerAngle;
float32 m_upperAngle;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass; // effective mass for point-to-point constraint.
float32 m_motorMass; // effective mass for motor/limit angular constraint.
b2LimitState m_limitState;
};
inline float32 b2RevoluteJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif