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+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#ifndef B2_FRICTION_JOINT_H
+#define B2_FRICTION_JOINT_H
+
+#include "b2_api.h"
+#include "b2_joint.h"
+
+/// Friction joint definition.
+struct B2_API 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.
+ float maxForce;
+
+ /// The maximum friction torque in N-m.
+ float maxTorque;
+};
+
+/// Friction joint. This is used for top-down friction.
+/// It provides 2D translational friction and angular friction.
+class B2_API b2FrictionJoint : public b2Joint
+{
+public:
+ b2Vec2 GetAnchorA() const override;
+ b2Vec2 GetAnchorB() const override;
+
+ b2Vec2 GetReactionForce(float inv_dt) const override;
+ float GetReactionTorque(float 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(float force);
+
+ /// Get the maximum friction force in N.
+ float GetMaxForce() const;
+
+ /// Set the maximum friction torque in N*m.
+ void SetMaxTorque(float torque);
+
+ /// Get the maximum friction torque in N*m.
+ float 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;
+ float m_angularImpulse;
+ float m_maxForce;
+ float m_maxTorque;
+
+ // Solver temp
+ int32 m_indexA;
+ int32 m_indexB;
+ b2Vec2 m_rA;
+ b2Vec2 m_rB;
+ b2Vec2 m_localCenterA;
+ b2Vec2 m_localCenterB;
+ float m_invMassA;
+ float m_invMassB;
+ float m_invIA;
+ float m_invIB;
+ b2Mat22 m_linearMass;
+ float m_angularMass;
+};
+
+#endif