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+/*
+* Copyright (c) 2006-2007 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_FRICTION_JOINT_H
+#define B2_FRICTION_JOINT_H
+
+#include "Box2D/Dynamics/Joints/b2Joint.h"
+
+/// Friction joint definition.
+struct b2FrictionJointDef : public b2JointDef
+{
+ b2FrictionJointDef()
+ {
+ type = e_frictionJoint;
+ localAnchorA.SetZero();
+ localAnchorB.SetZero();
+ maxForce = 0.0f;
+ maxTorque = 0.0f;
+ }
+
+ /// Initialize the bodies, anchors, axis, and reference angle using the world
+ /// anchor and world axis.
+ void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
+
+ /// The local anchor point relative to bodyA's origin.
+ b2Vec2 localAnchorA;
+
+ /// The local anchor point relative to bodyB's origin.
+ b2Vec2 localAnchorB;
+
+ /// The maximum friction force in N.
+ float32 maxForce;
+
+ /// The maximum friction torque in N-m.
+ float32 maxTorque;
+};
+
+/// Friction joint. This is used for top-down friction.
+/// It provides 2D translational friction and angular friction.
+class b2FrictionJoint : public b2Joint
+{
+public:
+ b2Vec2 GetAnchorA() const override;
+ b2Vec2 GetAnchorB() const override;
+
+ b2Vec2 GetReactionForce(float32 inv_dt) const override;
+ float32 GetReactionTorque(float32 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; }
+
+ /// 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;
+
+ /// Dump joint to dmLog
+ void Dump() override;
+
+protected:
+
+ friend class b2Joint;
+
+ b2FrictionJoint(const b2FrictionJointDef* 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;
+
+ // Solver shared
+ b2Vec2 m_linearImpulse;
+ float32 m_angularImpulse;
+ float32 m_maxForce;
+ float32 m_maxTorque;
+
+ // Solver temp
+ int32 m_indexA;
+ int32 m_indexB;
+ b2Vec2 m_rA;
+ b2Vec2 m_rB;
+ b2Vec2 m_localCenterA;
+ b2Vec2 m_localCenterB;
+ float32 m_invMassA;
+ float32 m_invMassB;
+ float32 m_invIA;
+ float32 m_invIB;
+ b2Mat22 m_linearMass;
+ float32 m_angularMass;
+};
+
+#endif