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- // MIT License
- // Copyright (c) 2019 Erin Catto
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- // The above copyright notice and this permission notice shall be included in all
- // copies or substantial portions of the Software.
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- // SOFTWARE.
- #ifndef B2_MOTOR_JOINT_H
- #define B2_MOTOR_JOINT_H
- #include "b2_api.h"
- #include "b2_joint.h"
- /// Motor joint definition.
- struct B2_API 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.
- float angularOffset;
- /// The maximum motor force in N.
- float maxForce;
- /// The maximum motor torque in N-m.
- float maxTorque;
- /// Position correction factor in the range [0,1].
- float 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 B2_API b2MotorJoint : public b2Joint
- {
- public:
- b2Vec2 GetAnchorA() const override;
- b2Vec2 GetAnchorB() const override;
- b2Vec2 GetReactionForce(float inv_dt) const override;
- float GetReactionTorque(float inv_dt) const override;
- /// 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(float angularOffset);
- float GetAngularOffset() const;
- /// Set the maximum friction force in N.
- void SetMaxForce(float force);
- /// Get the maximum friction force in N.
- float GetMaxForce() const;
- /// Set the maximum friction torque in N*m.
- void SetMaxTorque(float torque);
- /// Get the maximum friction torque in N*m.
- float GetMaxTorque() const;
- /// Set the position correction factor in the range [0,1].
- void SetCorrectionFactor(float factor);
- /// Get the position correction factor in the range [0,1].
- float GetCorrectionFactor() const;
- /// Dump to b2Log
- void Dump() override;
- protected:
- friend class b2Joint;
- b2MotorJoint(const b2MotorJointDef* def);
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
- // Solver shared
- b2Vec2 m_linearOffset;
- float m_angularOffset;
- b2Vec2 m_linearImpulse;
- float m_angularImpulse;
- float m_maxForce;
- float m_maxTorque;
- float 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;
- float m_angularError;
- float m_invMassA;
- float m_invMassB;
- float m_invIA;
- float m_invIB;
- b2Mat22 m_linearMass;
- float m_angularMass;
- };
- #endif
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