// 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_REVOLUTE_JOINT_H #define B2_REVOLUTE_JOINT_H #include "b2_api.h" #include "b2_joint.h" /// Revolute joint definition. This requires defining an anchor point where the /// bodies are joined. The definition uses local anchor points so that the /// initial configuration can violate the constraint slightly. You also need to /// specify the initial relative angle for joint limits. This helps when saving /// and loading a game. /// The local anchor points are measured from the body's origin /// rather than the center of mass because: /// 1. you might not know where the center of mass will be. /// 2. if you add/remove shapes from a body and recompute the mass, /// the joints will be broken. struct B2_API b2RevoluteJointDef : public b2JointDef { b2RevoluteJointDef() { type = e_revoluteJoint; localAnchorA.Set(0.0f, 0.0f); localAnchorB.Set(0.0f, 0.0f); referenceAngle = 0.0f; lowerAngle = 0.0f; upperAngle = 0.0f; maxMotorTorque = 0.0f; motorSpeed = 0.0f; enableLimit = false; enableMotor = false; } /// Initialize the bodies, anchors, and reference angle using a world /// anchor point. 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 bodyB angle minus bodyA angle in the reference state (radians). float referenceAngle; /// A flag to enable joint limits. bool enableLimit; /// The lower angle for the joint limit (radians). float lowerAngle; /// The upper angle for the joint limit (radians). float upperAngle; /// A flag to enable the joint motor. bool enableMotor; /// The desired motor speed. Usually in radians per second. float motorSpeed; /// The maximum motor torque used to achieve the desired motor speed. /// Usually in N-m. float maxMotorTorque; }; /// A revolute joint constrains two bodies to share a common point while they /// are free to rotate about the point. The relative rotation about the shared /// point is the joint angle. You can limit the relative rotation with /// a joint limit that specifies a lower and upper angle. You can use a motor /// to drive the relative rotation about the shared point. A maximum motor torque /// is provided so that infinite forces are not generated. class B2_API b2RevoluteJoint : public b2Joint { public: b2Vec2 GetAnchorA() const override; b2Vec2 GetAnchorB() 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; } /// Get the reference angle. float GetReferenceAngle() const { return m_referenceAngle; } /// Get the current joint angle in radians. float GetJointAngle() const; /// Get the current joint angle speed in radians per second. float GetJointSpeed() const; /// Is the joint limit enabled? bool IsLimitEnabled() const; /// Enable/disable the joint limit. void EnableLimit(bool flag); /// Get the lower joint limit in radians. float GetLowerLimit() const; /// Get the upper joint limit in radians. float GetUpperLimit() const; /// Set the joint limits in radians. void SetLimits(float lower, float upper); /// Is the joint motor enabled? bool IsMotorEnabled() const; /// Enable/disable the joint motor. void EnableMotor(bool flag); /// Set the motor speed in radians per second. void SetMotorSpeed(float speed); /// Get the motor speed in radians per second. float GetMotorSpeed() const; /// Set the maximum motor torque, usually in N-m. void SetMaxMotorTorque(float torque); float GetMaxMotorTorque() const { return m_maxMotorTorque; } /// Get the reaction force given the inverse time step. /// Unit is N. b2Vec2 GetReactionForce(float inv_dt) const override; /// Get the reaction torque due to the joint limit given the inverse time step. /// Unit is N*m. float GetReactionTorque(float inv_dt) const override; /// Get the current motor torque given the inverse time step. /// Unit is N*m. float GetMotorTorque(float inv_dt) const; /// Dump to b2Log. void Dump() override; /// void Draw(b2Draw* draw) const override; protected: friend class b2Joint; friend class b2GearJoint; b2RevoluteJoint(const b2RevoluteJointDef* def); void InitVelocityConstraints(const b2SolverData& data) override; void SolveVelocityConstraints(const b2SolverData& data) override; bool SolvePositionConstraints(const b2SolverData& data) override; // Solver shared b2Vec2 m_localAnchorA; b2Vec2 m_localAnchorB; b2Vec2 m_impulse; float m_motorImpulse; float m_lowerImpulse; float m_upperImpulse; bool m_enableMotor; float m_maxMotorTorque; float m_motorSpeed; bool m_enableLimit; float m_referenceAngle; float m_lowerAngle; float m_upperAngle; // 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_K; float m_angle; float m_axialMass; }; inline float b2RevoluteJoint::GetMotorSpeed() const { return m_motorSpeed; } #endif