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- /*
- * Copyright (c) 2006-2012 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_MOTOR_JOINT_H
- #define B2_MOTOR_JOINT_H
- #include <Box2D/Dynamics/Joints/b2Joint.h>
- /// Motor joint definition.
- struct b2MotorJointDef : public b2JointDef
- {
- b2MotorJointDef()
- {
- type = e_motorJoint;
- linearOffset.SetZero();
- angularOffset = 0.0f;
- maxForce = 1.0f;
- maxTorque = 1.0f;
- correctionFactor = 0.3f;
- }
- /// Initialize the bodies and offsets using the current transforms.
- void Initialize(b2Body* bodyA, b2Body* bodyB);
- /// Position of bodyB minus the position of bodyA, in bodyA's frame, in meters.
- b2Vec2 linearOffset;
- /// The bodyB angle minus bodyA angle in radians.
- float32 angularOffset;
-
- /// The maximum motor force in N.
- float32 maxForce;
- /// The maximum motor torque in N-m.
- float32 maxTorque;
- /// Position correction factor in the range [0,1].
- float32 correctionFactor;
- };
- /// A motor joint is used to control the relative motion
- /// between two bodies. A typical usage is to control the movement
- /// of a dynamic body with respect to the ground.
- class b2MotorJoint : public b2Joint
- {
- public:
- b2Vec2 GetAnchorA() const;
- b2Vec2 GetAnchorB() const;
- b2Vec2 GetReactionForce(float32 inv_dt) const;
- float32 GetReactionTorque(float32 inv_dt) const;
- /// Set/get the target linear offset, in frame A, in meters.
- void SetLinearOffset(const b2Vec2& linearOffset);
- const b2Vec2& GetLinearOffset() const;
- /// Set/get the target angular offset, in radians.
- void SetAngularOffset(float32 angularOffset);
- float32 GetAngularOffset() const;
- /// Set the maximum friction force in N.
- void SetMaxForce(float32 force);
- /// Get the maximum friction force in N.
- float32 GetMaxForce() const;
- /// Set the maximum friction torque in N*m.
- void SetMaxTorque(float32 torque);
- /// Get the maximum friction torque in N*m.
- float32 GetMaxTorque() const;
- /// Set the position correction factor in the range [0,1].
- void SetCorrectionFactor(float32 factor);
- /// Get the position correction factor in the range [0,1].
- float32 GetCorrectionFactor() const;
- /// Dump to b2Log
- void Dump();
- protected:
- friend class b2Joint;
- b2MotorJoint(const b2MotorJointDef* def);
- void InitVelocityConstraints(const b2SolverData& data);
- void SolveVelocityConstraints(const b2SolverData& data);
- bool SolvePositionConstraints(const b2SolverData& data);
- // Solver shared
- b2Vec2 m_linearOffset;
- float32 m_angularOffset;
- b2Vec2 m_linearImpulse;
- float32 m_angularImpulse;
- float32 m_maxForce;
- float32 m_maxTorque;
- float32 m_correctionFactor;
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_rA;
- b2Vec2 m_rB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- b2Vec2 m_linearError;
- float32 m_angularError;
- float32 m_invMassA;
- float32 m_invMassB;
- float32 m_invIA;
- float32 m_invIB;
- b2Mat22 m_linearMass;
- float32 m_angularMass;
- };
- #endif
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