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diff --git a/src/libjin/3rdparty/Box2D/Dynamics/Joints/b2WheelJoint.h b/src/libjin/3rdparty/Box2D/Dynamics/Joints/b2WheelJoint.h
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-/*
-* 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 "Box2D/Dynamics/Joints/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. In other words, it is a point to
-/// line constraint with a rotational motor and a linear spring/damper.
-/// This joint is designed for vehicle suspensions.
-class b2WheelJoint : 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; }
-
- /// 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 linear speed, usually in meters per second.
- float32 GetJointLinearSpeed() const;
-
- /// Get the current joint angle in radians.
- float32 GetJointAngle() const;
-
- /// Get the current joint angular speed in radians per second.
- float32 GetJointAngularSpeed() 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() override;
-
-protected:
-
- friend class b2Joint;
- b2WheelJoint(const b2WheelJointDef* def);
-
- void InitVelocityConstraints(const b2SolverData& data) override;
- void SolveVelocityConstraints(const b2SolverData& data) override;
- bool SolvePositionConstraints(const b2SolverData& data) override;
-
- 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
- int32 m_indexA;
- 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