/************************************************************************* * * * 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_PU_H_ #define _ODE_JOINT_PU_H_ #include "universal.h" /** * Component of a Prismatic -- Universal joint. * The axisP must be perpendicular to axis1. * The second axis of the universal joint is perpendicular to axis1. * * Since the PU joint is derived from the Universal joint. Some variable * are reused. * * anchor1: Vector from body1 to the anchor point * This vector is calculated when the body are attached or * when the anchor point is set. It is like the offset of the Slider * joint. Since their is a prismatic between the anchor and the body1 * the distance might change as the simulation goes on. * anchor2: Vector from body2 to the anchor point. *
* Body 2 * +-------------+ * | x | * +------------\+ * Prismatic articulation .. .. * | .. .. * Body 1 v .. .. * +--------------+ --| __.. .. anchor2 * <--------| x | .....|.......(__) .. * axisP +--------------+ --| ^ < * |----------------------->| * anchor1 |--- Universal articulation * axis1 going out of the plane * axis2 is perpendicular to axis1 * (i.e. 2 rotoides) **/ struct dxJointPU : public dxJointUniversal { /// @brief Axis for the prismatic articulation w.r.t first body. /// @note This is considered as axis2 from the parameter view dVector3 axisP1; dxJointLimitMotor limotP; ///< limit and motor information for the prismatic articulation. dxJointPU( 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