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Diffstat (limited to 'Source/external/Box2D/Dynamics/Joints/b2MotorJoint.h')
-rw-r--r-- | Source/external/Box2D/Dynamics/Joints/b2MotorJoint.h | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/Source/external/Box2D/Dynamics/Joints/b2MotorJoint.h b/Source/external/Box2D/Dynamics/Joints/b2MotorJoint.h new file mode 100644 index 0000000..f384f41 --- /dev/null +++ b/Source/external/Box2D/Dynamics/Joints/b2MotorJoint.h @@ -0,0 +1,133 @@ +/* +* 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 override; + b2Vec2 GetAnchorB() const override; + + b2Vec2 GetReactionForce(float32 inv_dt) const override; + float32 GetReactionTorque(float32 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(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() 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; + 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 |