/************************************************************************* * * * Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith. * * All rights reserved. Email: russ@q12.org Web: www.q12.org * * * * This library is free software; you can redistribute it and/or * * modify it under the terms of EITHER: * * (1) The GNU Lesser General Public License as published by the Free * * Software Foundation; either version 2.1 of the License, or (at * * your option) any later version. The text of the GNU Lesser * * General Public License is included with this library in the * * file LICENSE.TXT. * * (2) The BSD-style license that is included with this library in * * the file LICENSE-BSD.TXT. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * * LICENSE.TXT and LICENSE-BSD.TXT for more details. * * * *************************************************************************/ #ifndef _ODE_JOINT_PR_H_ #define _ODE_JOINT_PR_H_ #include "joint.h" /** * The axisP must be perpendicular to axis2 *
 *                                        +-------------+
 *                                        |      x      |
 *                                        +------------\+
 * Prismatic articulation                   ..     ..
 *                       |                ..     ..
 *                      \/              ..      ..
 * +--------------+    --|        __..      ..  anchor2
 * |      x       | .....|.......(__)     ..
 * +--------------+    --|         ^     <
 *        |----------------------->|
 *            Offset               |--- Rotoide articulation
 * 
*/ struct dxJointPR : public dxJoint { /// @brief Position of the rotoide articulation w.r.t second body. /// @note Position of body 2 in world frame + anchor2 in world frame give /// the position of the rotoide articulation dVector3 anchor2; /// axis of the rotoide articulation w.r.t first body. /// @note This is considered as axis1 from the parameter view. dVector3 axisR1; /// axis of the rotoide articulation w.r.t second body. /// @note This is considered also as axis1 from the parameter view dVector3 axisR2; /// axis for the prismatic articulation w.r.t first body. /// @note This is considered as axis2 in from the parameter view dVector3 axisP1; dQuaternion qrel; ///< initial relative rotation body1 -> body2. /// @brief vector between the body1 and the rotoide articulation. /// /// Going from the first to the second in the frame of body1. /// That should be aligned with body1 center along axisP. /// This is calculated when the axis are set. dVector3 offset; dxJointLimitMotor limotR; ///< limit and motor information for the rotoide articulation. dxJointLimitMotor limotP; ///< limit and motor information for the prismatic articulation. void computeInitialRelativeRotation(); dxJointPR( dxWorld *w ); virtual void getSureMaxInfo( SureMaxInfo* info ); virtual void getInfo1( Info1* info ); virtual void getInfo2( dReal worldFPS, dReal worldERP, int rowskip, dReal *J1, dReal *J2, int pairskip, dReal *pairRhsCfm, dReal *pairLoHi, int *findex ); virtual dJointType type() const; virtual sizeint size() const; virtual void setRelativeValues(); }; #endif