214 lines
6.0 KiB
C++
214 lines
6.0 KiB
C++
/*
|
|
* 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 "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:
|
|
void GetDefinition(b2WheelJointDef* def) const;
|
|
|
|
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
|
|
juce::int32 m_indexA;
|
|
juce::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
|