/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * 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. */ package Box2D.Dynamics.Joints{ import Box2D.Common.Math.*; import Box2D.Common.*; import Box2D.Dynamics.*; /// The base joint class. Joints are used to constraint two bodies together in /// various fashions. Some joints also feature limits and motors. public class b2Joint { /// Get the type of the concrete joint. public function GetType():int{ return m_type; } /// Get the anchor point on body1 in world coordinates. public virtual function GetAnchor1():b2Vec2{return null}; /// Get the anchor point on body2 in world coordinates. public virtual function GetAnchor2():b2Vec2{return null}; /// Get the reaction force on body2 at the joint anchor. public virtual function GetReactionForce():b2Vec2 {return null}; /// Get the reaction torque on body2. public virtual function GetReactionTorque():Number {return 0.0} /// Get the first body attached to this joint. public function GetBody1():b2Body { return m_body1; } /// Get the second body attached to this joint. public function GetBody2():b2Body { return m_body2; } /// Get the next joint the world joint list. public function GetNext():b2Joint{ return m_next; } /// Get the user data pointer. public function GetUserData():*{ return m_userData; } /// Set the user data pointer. public function SetUserData(data:*):void{ m_userData = data; } //--------------- Internals Below ------------------- static public function Create(def:b2JointDef, allocator:*):b2Joint{ var joint:b2Joint = null; switch (def.type) { case e_distanceJoint: { //void* mem = allocator->Allocate(sizeof(b2DistanceJoint)); joint = new b2DistanceJoint(def as b2DistanceJointDef); } break; case e_mouseJoint: { //void* mem = allocator->Allocate(sizeof(b2MouseJoint)); joint = new b2MouseJoint(def as b2MouseJointDef); } break; case e_prismaticJoint: { //void* mem = allocator->Allocate(sizeof(b2PrismaticJoint)); joint = new b2PrismaticJoint(def as b2PrismaticJointDef); } break; case e_revoluteJoint: { //void* mem = allocator->Allocate(sizeof(b2RevoluteJoint)); joint = new b2RevoluteJoint(def as b2RevoluteJointDef); } break; case e_pulleyJoint: { //void* mem = allocator->Allocate(sizeof(b2PulleyJoint)); joint = new b2PulleyJoint(def as b2PulleyJointDef); } break; case e_gearJoint: { //void* mem = allocator->Allocate(sizeof(b2GearJoint)); joint = new b2GearJoint(def as b2GearJointDef); } break; default: //b2Settings.b2Assert(false); break; } return joint; } static public function Destroy(joint:b2Joint, allocator:*) : void{ /*joint->~b2Joint(); switch (joint.m_type) { case e_distanceJoint: allocator->Free(joint, sizeof(b2DistanceJoint)); break; case e_mouseJoint: allocator->Free(joint, sizeof(b2MouseJoint)); break; case e_prismaticJoint: allocator->Free(joint, sizeof(b2PrismaticJoint)); break; case e_revoluteJoint: allocator->Free(joint, sizeof(b2RevoluteJoint)); break; case e_pulleyJoint: allocator->Free(joint, sizeof(b2PulleyJoint)); break; case e_gearJoint: allocator->Free(joint, sizeof(b2GearJoint)); break; default: b2Assert(false); break; }*/ } public function b2Joint(def:b2JointDef){ m_type = def.type; m_prev = null; m_next = null; m_body1 = def.body1; m_body2 = def.body2; m_collideConnected = def.collideConnected; m_islandFlag = false; m_userData = def.userData; } //virtual ~b2Joint() {} public virtual function InitVelocityConstraints(step:b2TimeStep) : void{}; public virtual function SolveVelocityConstraints(step:b2TimeStep) : void{}; // This returns true if the position errors are within tolerance. public virtual function InitPositionConstraints() : void{}; public virtual function SolvePositionConstraints():Boolean{return false}; public var m_type:int; public var m_prev:b2Joint; public var m_next:b2Joint; public var m_node1:b2JointEdge = new b2JointEdge(); public var m_node2:b2JointEdge = new b2JointEdge(); public var m_body1:b2Body; public var m_body2:b2Body; public var m_inv_dt:Number; public var m_islandFlag:Boolean; public var m_collideConnected:Boolean; public var m_userData:*; // ENUMS // enum b2JointType static public const e_unknownJoint:int = 0; static public const e_revoluteJoint:int = 1; static public const e_prismaticJoint:int = 2; static public const e_distanceJoint:int = 3; static public const e_pulleyJoint:int = 4; static public const e_mouseJoint:int = 5; static public const e_gearJoint:int = 6; // enum b2LimitState static public const e_inactiveLimit:int = 0; static public const e_atLowerLimit:int = 1; static public const e_atUpperLimit:int = 2; static public const e_equalLimits:int = 3; }; }