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+/*
+* 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