mirror of https://github.com/axmolengine/axmol.git
673 lines
16 KiB
C++
673 lines
16 KiB
C++
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "box2d/b2_body.h"
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#include "box2d/b2_draw.h"
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#include "box2d/b2_wheel_joint.h"
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#include "box2d/b2_time_step.h"
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// Linear constraint (point-to-line)
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// d = pB - pA = xB + rB - xA - rA
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// C = dot(ay, d)
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// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
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// = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
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// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
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// Spring linear constraint
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// C = dot(ax, d)
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// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
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// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
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// Motor rotational constraint
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// Cdot = wB - wA
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// J = [0 0 -1 0 0 1]
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void b2WheelJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
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{
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bodyA = bA;
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bodyB = bB;
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localAnchorA = bodyA->GetLocalPoint(anchor);
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localAnchorB = bodyB->GetLocalPoint(anchor);
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localAxisA = bodyA->GetLocalVector(axis);
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}
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b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
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: b2Joint(def)
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{
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m_localAnchorA = def->localAnchorA;
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m_localAnchorB = def->localAnchorB;
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m_localXAxisA = def->localAxisA;
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m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
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m_mass = 0.0f;
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m_impulse = 0.0f;
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m_motorMass = 0.0f;
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m_motorImpulse = 0.0f;
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m_springMass = 0.0f;
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m_springImpulse = 0.0f;
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m_axialMass = 0.0f;
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m_lowerImpulse = 0.0f;
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m_upperImpulse = 0.0f;
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m_lowerTranslation = def->lowerTranslation;
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m_upperTranslation = def->upperTranslation;
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m_enableLimit = def->enableLimit;
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m_maxMotorTorque = def->maxMotorTorque;
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m_motorSpeed = def->motorSpeed;
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m_enableMotor = def->enableMotor;
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m_bias = 0.0f;
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m_gamma = 0.0f;
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m_ax.SetZero();
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m_ay.SetZero();
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m_stiffness = def->stiffness;
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m_damping = def->damping;
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}
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void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data)
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{
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m_indexA = m_bodyA->m_islandIndex;
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m_indexB = m_bodyB->m_islandIndex;
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m_localCenterA = m_bodyA->m_sweep.localCenter;
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m_localCenterB = m_bodyB->m_sweep.localCenter;
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m_invMassA = m_bodyA->m_invMass;
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m_invMassB = m_bodyB->m_invMass;
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m_invIA = m_bodyA->m_invI;
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m_invIB = m_bodyB->m_invI;
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float mA = m_invMassA, mB = m_invMassB;
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float iA = m_invIA, iB = m_invIB;
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b2Vec2 cA = data.positions[m_indexA].c;
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float aA = data.positions[m_indexA].a;
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b2Vec2 vA = data.velocities[m_indexA].v;
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float wA = data.velocities[m_indexA].w;
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b2Vec2 cB = data.positions[m_indexB].c;
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float aB = data.positions[m_indexB].a;
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b2Vec2 vB = data.velocities[m_indexB].v;
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float wB = data.velocities[m_indexB].w;
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b2Rot qA(aA), qB(aB);
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// Compute the effective masses.
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b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
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b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
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b2Vec2 d = cB + rB - cA - rA;
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// Point to line constraint
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{
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m_ay = b2Mul(qA, m_localYAxisA);
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m_sAy = b2Cross(d + rA, m_ay);
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m_sBy = b2Cross(rB, m_ay);
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m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy;
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if (m_mass > 0.0f)
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{
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m_mass = 1.0f / m_mass;
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}
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}
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// Spring constraint
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m_ax = b2Mul(qA, m_localXAxisA);
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m_sAx = b2Cross(d + rA, m_ax);
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m_sBx = b2Cross(rB, m_ax);
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const float invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx;
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if (invMass > 0.0f)
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{
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m_axialMass = 1.0f / invMass;
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}
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else
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{
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m_axialMass = 0.0f;
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}
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m_springMass = 0.0f;
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m_bias = 0.0f;
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m_gamma = 0.0f;
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if (m_stiffness > 0.0f && invMass > 0.0f)
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{
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m_springMass = 1.0f / invMass;
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float C = b2Dot(d, m_ax);
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// magic formulas
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float h = data.step.dt;
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m_gamma = h * (m_damping + h * m_stiffness);
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if (m_gamma > 0.0f)
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{
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m_gamma = 1.0f / m_gamma;
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}
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m_bias = C * h * m_stiffness * m_gamma;
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m_springMass = invMass + m_gamma;
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if (m_springMass > 0.0f)
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{
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m_springMass = 1.0f / m_springMass;
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}
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}
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else
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{
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m_springImpulse = 0.0f;
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}
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if (m_enableLimit)
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{
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m_translation = b2Dot(m_ax, d);
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}
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else
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{
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m_lowerImpulse = 0.0f;
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m_upperImpulse = 0.0f;
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}
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if (m_enableMotor)
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{
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m_motorMass = iA + iB;
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if (m_motorMass > 0.0f)
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{
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m_motorMass = 1.0f / m_motorMass;
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}
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}
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else
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{
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m_motorMass = 0.0f;
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m_motorImpulse = 0.0f;
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}
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if (data.step.warmStarting)
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{
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// Account for variable time step.
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m_impulse *= data.step.dtRatio;
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m_springImpulse *= data.step.dtRatio;
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m_motorImpulse *= data.step.dtRatio;
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float axialImpulse = m_springImpulse + m_lowerImpulse - m_upperImpulse;
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b2Vec2 P = m_impulse * m_ay + axialImpulse * m_ax;
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float LA = m_impulse * m_sAy + axialImpulse * m_sAx + m_motorImpulse;
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float LB = m_impulse * m_sBy + axialImpulse * m_sBx + m_motorImpulse;
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vA -= m_invMassA * P;
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wA -= m_invIA * LA;
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vB += m_invMassB * P;
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wB += m_invIB * LB;
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}
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else
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{
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m_impulse = 0.0f;
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m_springImpulse = 0.0f;
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m_motorImpulse = 0.0f;
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m_lowerImpulse = 0.0f;
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m_upperImpulse = 0.0f;
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}
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data.velocities[m_indexA].v = vA;
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data.velocities[m_indexA].w = wA;
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data.velocities[m_indexB].v = vB;
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data.velocities[m_indexB].w = wB;
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}
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void b2WheelJoint::SolveVelocityConstraints(const b2SolverData& data)
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{
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float mA = m_invMassA, mB = m_invMassB;
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float iA = m_invIA, iB = m_invIB;
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b2Vec2 vA = data.velocities[m_indexA].v;
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float wA = data.velocities[m_indexA].w;
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b2Vec2 vB = data.velocities[m_indexB].v;
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float wB = data.velocities[m_indexB].w;
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// Solve spring constraint
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{
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float Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
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float impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse);
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m_springImpulse += impulse;
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b2Vec2 P = impulse * m_ax;
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float LA = impulse * m_sAx;
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float LB = impulse * m_sBx;
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vA -= mA * P;
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wA -= iA * LA;
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vB += mB * P;
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wB += iB * LB;
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}
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// Solve rotational motor constraint
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{
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float Cdot = wB - wA - m_motorSpeed;
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float impulse = -m_motorMass * Cdot;
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float oldImpulse = m_motorImpulse;
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float maxImpulse = data.step.dt * m_maxMotorTorque;
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m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
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impulse = m_motorImpulse - oldImpulse;
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wA -= iA * impulse;
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wB += iB * impulse;
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}
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if (m_enableLimit)
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{
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// Lower limit
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{
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float C = m_translation - m_lowerTranslation;
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float Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
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float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt);
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float oldImpulse = m_lowerImpulse;
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m_lowerImpulse = b2Max(m_lowerImpulse + impulse, 0.0f);
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impulse = m_lowerImpulse - oldImpulse;
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b2Vec2 P = impulse * m_ax;
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float LA = impulse * m_sAx;
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float LB = impulse * m_sBx;
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vA -= mA * P;
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wA -= iA * LA;
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vB += mB * P;
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wB += iB * LB;
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}
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// Upper limit
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// Note: signs are flipped to keep C positive when the constraint is satisfied.
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// This also keeps the impulse positive when the limit is active.
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{
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float C = m_upperTranslation - m_translation;
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float Cdot = b2Dot(m_ax, vA - vB) + m_sAx * wA - m_sBx * wB;
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float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt);
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float oldImpulse = m_upperImpulse;
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m_upperImpulse = b2Max(m_upperImpulse + impulse, 0.0f);
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impulse = m_upperImpulse - oldImpulse;
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b2Vec2 P = impulse * m_ax;
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float LA = impulse * m_sAx;
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float LB = impulse * m_sBx;
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vA += mA * P;
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wA += iA * LA;
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vB -= mB * P;
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wB -= iB * LB;
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}
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}
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// Solve point to line constraint
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{
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float Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
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float impulse = -m_mass * Cdot;
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m_impulse += impulse;
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b2Vec2 P = impulse * m_ay;
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float LA = impulse * m_sAy;
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float LB = impulse * m_sBy;
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vA -= mA * P;
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wA -= iA * LA;
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vB += mB * P;
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wB += iB * LB;
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}
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data.velocities[m_indexA].v = vA;
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data.velocities[m_indexA].w = wA;
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data.velocities[m_indexB].v = vB;
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data.velocities[m_indexB].w = wB;
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}
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bool b2WheelJoint::SolvePositionConstraints(const b2SolverData& data)
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{
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b2Vec2 cA = data.positions[m_indexA].c;
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float aA = data.positions[m_indexA].a;
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b2Vec2 cB = data.positions[m_indexB].c;
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float aB = data.positions[m_indexB].a;
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float linearError = 0.0f;
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if (m_enableLimit)
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{
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b2Rot qA(aA), qB(aB);
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b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
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b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
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b2Vec2 d = (cB - cA) + rB - rA;
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b2Vec2 ax = b2Mul(qA, m_localXAxisA);
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float sAx = b2Cross(d + rA, m_ax);
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float sBx = b2Cross(rB, m_ax);
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float C = 0.0f;
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float translation = b2Dot(ax, d);
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if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
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{
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C = translation;
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}
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else if (translation <= m_lowerTranslation)
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{
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C = b2Min(translation - m_lowerTranslation, 0.0f);
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}
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else if (translation >= m_upperTranslation)
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{
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C = b2Max(translation - m_upperTranslation, 0.0f);
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}
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if (C != 0.0f)
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{
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float invMass = m_invMassA + m_invMassB + m_invIA * sAx * sAx + m_invIB * sBx * sBx;
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float impulse = 0.0f;
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if (invMass != 0.0f)
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{
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impulse = -C / invMass;
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}
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b2Vec2 P = impulse * ax;
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float LA = impulse * sAx;
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float LB = impulse * sBx;
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cA -= m_invMassA * P;
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aA -= m_invIA * LA;
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cB += m_invMassB * P;
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aB += m_invIB * LB;
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linearError = b2Abs(C);
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}
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}
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// Solve perpendicular constraint
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{
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b2Rot qA(aA), qB(aB);
|
||
|
|
||
|
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
|
||
|
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
|
||
|
b2Vec2 d = (cB - cA) + rB - rA;
|
||
|
|
||
|
b2Vec2 ay = b2Mul(qA, m_localYAxisA);
|
||
|
|
||
|
float sAy = b2Cross(d + rA, ay);
|
||
|
float sBy = b2Cross(rB, ay);
|
||
|
|
||
|
float C = b2Dot(d, ay);
|
||
|
|
||
|
float invMass = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy;
|
||
|
|
||
|
float impulse = 0.0f;
|
||
|
if (invMass != 0.0f)
|
||
|
{
|
||
|
impulse = - C / invMass;
|
||
|
}
|
||
|
|
||
|
b2Vec2 P = impulse * ay;
|
||
|
float LA = impulse * sAy;
|
||
|
float LB = impulse * sBy;
|
||
|
|
||
|
cA -= m_invMassA * P;
|
||
|
aA -= m_invIA * LA;
|
||
|
cB += m_invMassB * P;
|
||
|
aB += m_invIB * LB;
|
||
|
|
||
|
linearError = b2Max(linearError, b2Abs(C));
|
||
|
}
|
||
|
|
||
|
data.positions[m_indexA].c = cA;
|
||
|
data.positions[m_indexA].a = aA;
|
||
|
data.positions[m_indexB].c = cB;
|
||
|
data.positions[m_indexB].a = aB;
|
||
|
|
||
|
return linearError <= b2_linearSlop;
|
||
|
}
|
||
|
|
||
|
b2Vec2 b2WheelJoint::GetAnchorA() const
|
||
|
{
|
||
|
return m_bodyA->GetWorldPoint(m_localAnchorA);
|
||
|
}
|
||
|
|
||
|
b2Vec2 b2WheelJoint::GetAnchorB() const
|
||
|
{
|
||
|
return m_bodyB->GetWorldPoint(m_localAnchorB);
|
||
|
}
|
||
|
|
||
|
b2Vec2 b2WheelJoint::GetReactionForce(float inv_dt) const
|
||
|
{
|
||
|
return inv_dt * (m_impulse * m_ay + (m_springImpulse + m_lowerImpulse - m_upperImpulse) * m_ax);
|
||
|
}
|
||
|
|
||
|
float b2WheelJoint::GetReactionTorque(float inv_dt) const
|
||
|
{
|
||
|
return inv_dt * m_motorImpulse;
|
||
|
}
|
||
|
|
||
|
float b2WheelJoint::GetJointTranslation() const
|
||
|
{
|
||
|
b2Body* bA = m_bodyA;
|
||
|
b2Body* bB = m_bodyB;
|
||
|
|
||
|
b2Vec2 pA = bA->GetWorldPoint(m_localAnchorA);
|
||
|
b2Vec2 pB = bB->GetWorldPoint(m_localAnchorB);
|
||
|
b2Vec2 d = pB - pA;
|
||
|
b2Vec2 axis = bA->GetWorldVector(m_localXAxisA);
|
||
|
|
||
|
float translation = b2Dot(d, axis);
|
||
|
return translation;
|
||
|
}
|
||
|
|
||
|
float b2WheelJoint::GetJointLinearSpeed() const
|
||
|
{
|
||
|
b2Body* bA = m_bodyA;
|
||
|
b2Body* bB = m_bodyB;
|
||
|
|
||
|
b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter);
|
||
|
b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter);
|
||
|
b2Vec2 p1 = bA->m_sweep.c + rA;
|
||
|
b2Vec2 p2 = bB->m_sweep.c + rB;
|
||
|
b2Vec2 d = p2 - p1;
|
||
|
b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA);
|
||
|
|
||
|
b2Vec2 vA = bA->m_linearVelocity;
|
||
|
b2Vec2 vB = bB->m_linearVelocity;
|
||
|
float wA = bA->m_angularVelocity;
|
||
|
float wB = bB->m_angularVelocity;
|
||
|
|
||
|
float speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
|
||
|
return speed;
|
||
|
}
|
||
|
|
||
|
float b2WheelJoint::GetJointAngle() const
|
||
|
{
|
||
|
b2Body* bA = m_bodyA;
|
||
|
b2Body* bB = m_bodyB;
|
||
|
return bB->m_sweep.a - bA->m_sweep.a;
|
||
|
}
|
||
|
|
||
|
float b2WheelJoint::GetJointAngularSpeed() const
|
||
|
{
|
||
|
float wA = m_bodyA->m_angularVelocity;
|
||
|
float wB = m_bodyB->m_angularVelocity;
|
||
|
return wB - wA;
|
||
|
}
|
||
|
|
||
|
bool b2WheelJoint::IsLimitEnabled() const
|
||
|
{
|
||
|
return m_enableLimit;
|
||
|
}
|
||
|
|
||
|
void b2WheelJoint::EnableLimit(bool flag)
|
||
|
{
|
||
|
if (flag != m_enableLimit)
|
||
|
{
|
||
|
SET_AWAKE_OR_NONE(m_bodyA);
|
||
|
SET_AWAKE_OR_NONE(m_bodyB);
|
||
|
m_enableLimit = flag;
|
||
|
m_lowerImpulse = 0.0f;
|
||
|
m_upperImpulse = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float b2WheelJoint::GetLowerLimit() const
|
||
|
{
|
||
|
return m_lowerTranslation;
|
||
|
}
|
||
|
|
||
|
float b2WheelJoint::GetUpperLimit() const
|
||
|
{
|
||
|
return m_upperTranslation;
|
||
|
}
|
||
|
|
||
|
void b2WheelJoint::SetLimits(float lower, float upper)
|
||
|
{
|
||
|
b2Assert(lower <= upper);
|
||
|
if (lower != m_lowerTranslation || upper != m_upperTranslation)
|
||
|
{
|
||
|
SET_AWAKE_OR_NONE(m_bodyA);
|
||
|
SET_AWAKE_OR_NONE(m_bodyB);
|
||
|
m_lowerTranslation = lower;
|
||
|
m_upperTranslation = upper;
|
||
|
m_lowerImpulse = 0.0f;
|
||
|
m_upperImpulse = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool b2WheelJoint::IsMotorEnabled() const
|
||
|
{
|
||
|
return m_enableMotor;
|
||
|
}
|
||
|
|
||
|
void b2WheelJoint::EnableMotor(bool flag)
|
||
|
{
|
||
|
if (flag != m_enableMotor)
|
||
|
{
|
||
|
SET_AWAKE_OR_NONE(m_bodyA);
|
||
|
SET_AWAKE_OR_NONE(m_bodyB);
|
||
|
m_enableMotor = flag;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void b2WheelJoint::SetMotorSpeed(float speed)
|
||
|
{
|
||
|
if (speed != m_motorSpeed)
|
||
|
{
|
||
|
SET_AWAKE_OR_NONE(m_bodyA);
|
||
|
SET_AWAKE_OR_NONE(m_bodyB);
|
||
|
m_motorSpeed = speed;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void b2WheelJoint::SetMaxMotorTorque(float torque)
|
||
|
{
|
||
|
if (torque != m_maxMotorTorque)
|
||
|
{
|
||
|
SET_AWAKE_OR_NONE(m_bodyA);
|
||
|
SET_AWAKE_OR_NONE(m_bodyB);
|
||
|
m_maxMotorTorque = torque;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float b2WheelJoint::GetMotorTorque(float inv_dt) const
|
||
|
{
|
||
|
return inv_dt * m_motorImpulse;
|
||
|
}
|
||
|
|
||
|
void b2WheelJoint::SetStiffness(float stiffness)
|
||
|
{
|
||
|
m_stiffness = stiffness;
|
||
|
}
|
||
|
|
||
|
float b2WheelJoint::GetStiffness() const
|
||
|
{
|
||
|
return m_stiffness;
|
||
|
}
|
||
|
|
||
|
void b2WheelJoint::SetDamping(float damping)
|
||
|
{
|
||
|
m_damping = damping;
|
||
|
}
|
||
|
|
||
|
float b2WheelJoint::GetDamping() const
|
||
|
{
|
||
|
return m_damping;
|
||
|
}
|
||
|
|
||
|
void b2WheelJoint::Dump()
|
||
|
{
|
||
|
// FLT_DECIMAL_DIG == 9
|
||
|
|
||
|
int32 indexA = m_bodyA->m_islandIndex;
|
||
|
int32 indexB = m_bodyB->m_islandIndex;
|
||
|
|
||
|
b2Dump(" b2WheelJointDef jd;\n");
|
||
|
b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
|
||
|
b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
|
||
|
b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
|
||
|
b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
|
||
|
b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
|
||
|
b2Dump(" jd.localAxisA.Set(%.9g, %.9g);\n", m_localXAxisA.x, m_localXAxisA.y);
|
||
|
b2Dump(" jd.enableMotor = bool(%d);\n", m_enableMotor);
|
||
|
b2Dump(" jd.motorSpeed = %.9g;\n", m_motorSpeed);
|
||
|
b2Dump(" jd.maxMotorTorque = %.9g;\n", m_maxMotorTorque);
|
||
|
b2Dump(" jd.stiffness = %.9g;\n", m_stiffness);
|
||
|
b2Dump(" jd.damping = %.9g;\n", m_damping);
|
||
|
b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
|
||
|
}
|
||
|
|
||
|
///
|
||
|
void b2WheelJoint::Draw(b2Draw* draw) const
|
||
|
{
|
||
|
const b2Transform& xfA = m_bodyA->GetTransform();
|
||
|
const b2Transform& xfB = m_bodyB->GetTransform();
|
||
|
b2Vec2 pA = b2Mul(xfA, m_localAnchorA);
|
||
|
b2Vec2 pB = b2Mul(xfB, m_localAnchorB);
|
||
|
|
||
|
b2Vec2 axis = b2Mul(xfA.q, m_localXAxisA);
|
||
|
|
||
|
b2Color c1(0.7f, 0.7f, 0.7f);
|
||
|
b2Color c2(0.3f, 0.9f, 0.3f);
|
||
|
b2Color c3(0.9f, 0.3f, 0.3f);
|
||
|
b2Color c4(0.3f, 0.3f, 0.9f);
|
||
|
b2Color c5(0.4f, 0.4f, 0.4f);
|
||
|
|
||
|
draw->DrawSegment(pA, pB, c5);
|
||
|
|
||
|
if (m_enableLimit)
|
||
|
{
|
||
|
b2Vec2 lower = pA + m_lowerTranslation * axis;
|
||
|
b2Vec2 upper = pA + m_upperTranslation * axis;
|
||
|
b2Vec2 perp = b2Mul(xfA.q, m_localYAxisA);
|
||
|
draw->DrawSegment(lower, upper, c1);
|
||
|
draw->DrawSegment(lower - 0.5f * perp, lower + 0.5f * perp, c2);
|
||
|
draw->DrawSegment(upper - 0.5f * perp, upper + 0.5f * perp, c3);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
draw->DrawSegment(pA - 1.0f * axis, pA + 1.0f * axis, c1);
|
||
|
}
|
||
|
|
||
|
draw->DrawPoint(pA, 5.0f, c1);
|
||
|
draw->DrawPoint(pB, 5.0f, c4);
|
||
|
}
|