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- /*
- * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
- *
- * 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.
- */
- #ifndef B2_WHEEL_JOINT_H
- #define B2_WHEEL_JOINT_H
- #include <Box2D/Dynamics/Joints/b2Joint.h>
- /// Wheel joint definition. This requires defining a line of
- /// motion using an axis and an anchor point. The definition uses local
- /// anchor points and a local axis so that the initial configuration
- /// can violate the constraint slightly. The joint translation is zero
- /// when the local anchor points coincide in world space. Using local
- /// anchors and a local axis helps when saving and loading a game.
- struct b2WheelJointDef : public b2JointDef
- {
- b2WheelJointDef()
- {
- type = e_wheelJoint;
- localAnchorA.SetZero();
- localAnchorB.SetZero();
- localAxisA.Set(1.0f, 0.0f);
- enableMotor = false;
- maxMotorTorque = 0.0f;
- motorSpeed = 0.0f;
- frequencyHz = 2.0f;
- dampingRatio = 0.7f;
- }
- /// Initialize the bodies, anchors, axis, and reference angle using the world
- /// anchor and world axis.
- void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
- /// The local anchor point relative to bodyA's origin.
- b2Vec2 localAnchorA;
- /// The local anchor point relative to bodyB's origin.
- b2Vec2 localAnchorB;
- /// The local translation axis in bodyA.
- b2Vec2 localAxisA;
- /// Enable/disable the joint motor.
- bool enableMotor;
- /// The maximum motor torque, usually in N-m.
- float32 maxMotorTorque;
- /// The desired motor speed in radians per second.
- float32 motorSpeed;
- /// Suspension frequency, zero indicates no suspension
- float32 frequencyHz;
- /// Suspension damping ratio, one indicates critical damping
- float32 dampingRatio;
- };
- /// A wheel joint. This joint provides two degrees of freedom: translation
- /// along an axis fixed in bodyA and rotation in the plane. You can use a
- /// joint limit to restrict the range of motion and a joint motor to drive
- /// the rotation or to model rotational friction.
- /// This joint is designed for vehicle suspensions.
- class b2WheelJoint : public b2Joint
- {
- public:
- b2Vec2 GetAnchorA() const;
- b2Vec2 GetAnchorB() const;
- b2Vec2 GetReactionForce(float32 inv_dt) const;
- float32 GetReactionTorque(float32 inv_dt) const;
- /// The local anchor point relative to bodyA's origin.
- const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
- /// The local anchor point relative to bodyB's origin.
- const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
- /// The local joint axis relative to bodyA.
- const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
- /// Get the current joint translation, usually in meters.
- float32 GetJointTranslation() const;
- /// Get the current joint translation speed, usually in meters per second.
- float32 GetJointSpeed() const;
- /// Is the joint motor enabled?
- bool IsMotorEnabled() const;
- /// Enable/disable the joint motor.
- void EnableMotor(bool flag);
- /// Set the motor speed, usually in radians per second.
- void SetMotorSpeed(float32 speed);
- /// Get the motor speed, usually in radians per second.
- float32 GetMotorSpeed() const;
- /// Set/Get the maximum motor force, usually in N-m.
- void SetMaxMotorTorque(float32 torque);
- float32 GetMaxMotorTorque() const;
- /// Get the current motor torque given the inverse time step, usually in N-m.
- float32 GetMotorTorque(float32 inv_dt) const;
- /// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
- void SetSpringFrequencyHz(float32 hz);
- float32 GetSpringFrequencyHz() const;
- /// Set/Get the spring damping ratio
- void SetSpringDampingRatio(float32 ratio);
- float32 GetSpringDampingRatio() const;
- /// Dump to b2Log
- void Dump();
- protected:
- friend class b2Joint;
- b2WheelJoint(const b2WheelJointDef* def);
- void InitVelocityConstraints(const b2SolverData& data);
- void SolveVelocityConstraints(const b2SolverData& data);
- bool SolvePositionConstraints(const b2SolverData& data);
- float32 m_frequencyHz;
- float32 m_dampingRatio;
- // Solver shared
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- b2Vec2 m_localXAxisA;
- b2Vec2 m_localYAxisA;
- float32 m_impulse;
- float32 m_motorImpulse;
- float32 m_springImpulse;
- float32 m_maxMotorTorque;
- float32 m_motorSpeed;
- bool m_enableMotor;
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- b2Vec2 m_ax, m_ay;
- float32 m_sAx, m_sBx;
- float32 m_sAy, m_sBy;
- float32 m_mass;
- float32 m_motorMass;
- float32 m_springMass;
- float32 m_bias;
- float32 m_gamma;
- };
- inline float32 b2WheelJoint::GetMotorSpeed() const
- {
- return m_motorSpeed;
- }
- inline float32 b2WheelJoint::GetMaxMotorTorque() const
- {
- return m_maxMotorTorque;
- }
- inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
- {
- m_frequencyHz = hz;
- }
- inline float32 b2WheelJoint::GetSpringFrequencyHz() const
- {
- return m_frequencyHz;
- }
- inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
- {
- m_dampingRatio = ratio;
- }
- inline float32 b2WheelJoint::GetSpringDampingRatio() const
- {
- return m_dampingRatio;
- }
- #endif
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