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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_PRISMATIC_JOINT_H
- #define B2_PRISMATIC_JOINT_H
- #include "b2_api.h"
- #include "b2_joint.h"
- /// Prismatic 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 B2_API b2PrismaticJointDef : public b2JointDef
- {
- b2PrismaticJointDef()
- {
- type = e_prismaticJoint;
- localAnchorA.SetZero();
- localAnchorB.SetZero();
- localAxisA.Set(1.0f, 0.0f);
- referenceAngle = 0.0f;
- enableLimit = false;
- lowerTranslation = 0.0f;
- upperTranslation = 0.0f;
- enableMotor = false;
- maxMotorForce = 0.0f;
- motorSpeed = 0.0f;
- }
- /// Initialize the bodies, anchors, axis, and reference angle using the world
- /// anchor and unit 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 unit axis in bodyA.
- b2Vec2 localAxisA;
- /// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
- float referenceAngle;
- /// Enable/disable the joint limit.
- bool enableLimit;
- /// The lower translation limit, usually in meters.
- float lowerTranslation;
- /// The upper translation limit, usually in meters.
- float upperTranslation;
- /// Enable/disable the joint motor.
- bool enableMotor;
- /// The maximum motor torque, usually in N-m.
- float maxMotorForce;
- /// The desired motor speed in radians per second.
- float motorSpeed;
- };
- /// A prismatic joint. This joint provides one degree of freedom: translation
- /// along an axis fixed in bodyA. Relative rotation is prevented. You can
- /// use a joint limit to restrict the range of motion and a joint motor to
- /// drive the motion or to model joint friction.
- class B2_API b2PrismaticJoint : 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;
- /// 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 reference angle.
- float GetReferenceAngle() const { return m_referenceAngle; }
- /// Get the current joint translation, usually in meters.
- float GetJointTranslation() const;
- /// Get the current joint translation speed, usually in meters per second.
- float GetJointSpeed() const;
- /// Is the joint limit enabled?
- bool IsLimitEnabled() const;
- /// Enable/disable the joint limit.
- void EnableLimit(bool flag);
- /// Get the lower joint limit, usually in meters.
- float GetLowerLimit() const;
- /// Get the upper joint limit, usually in meters.
- float GetUpperLimit() const;
- /// Set the joint limits, usually in meters.
- void SetLimits(float lower, float upper);
- /// Is the joint motor enabled?
- bool IsMotorEnabled() const;
- /// Enable/disable the joint motor.
- void EnableMotor(bool flag);
- /// Set the motor speed, usually in meters per second.
- void SetMotorSpeed(float speed);
- /// Get the motor speed, usually in meters per second.
- float GetMotorSpeed() const;
- /// Set the maximum motor force, usually in N.
- void SetMaxMotorForce(float force);
- float GetMaxMotorForce() const { return m_maxMotorForce; }
- /// Get the current motor force given the inverse time step, usually in N.
- float GetMotorForce(float inv_dt) const;
- /// Dump to b2Log
- void Dump() override;
- ///
- void Draw(b2Draw* draw) const override;
- protected:
- friend class b2Joint;
- friend class b2GearJoint;
- b2PrismaticJoint(const b2PrismaticJointDef* def);
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
- b2Vec2 m_localAnchorA;
- b2Vec2 m_localAnchorB;
- b2Vec2 m_localXAxisA;
- b2Vec2 m_localYAxisA;
- float m_referenceAngle;
- b2Vec2 m_impulse;
- float m_motorImpulse;
- float m_lowerImpulse;
- float m_upperImpulse;
- float m_lowerTranslation;
- float m_upperTranslation;
- float m_maxMotorForce;
- float m_motorSpeed;
- bool m_enableLimit;
- bool m_enableMotor;
- // Solver temp
- int32 m_indexA;
- int32 m_indexB;
- b2Vec2 m_localCenterA;
- b2Vec2 m_localCenterB;
- float m_invMassA;
- float m_invMassB;
- float m_invIA;
- float m_invIB;
- b2Vec2 m_axis, m_perp;
- float m_s1, m_s2;
- float m_a1, m_a2;
- b2Mat22 m_K;
- float m_translation;
- float m_axialMass;
- };
- inline float b2PrismaticJoint::GetMotorSpeed() const
- {
- return m_motorSpeed;
- }
- #endif
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