// 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_WHEEL_JOINT_H #define B2_WHEEL_JOINT_H #include "b2_api.h" #include "b2_joint.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 B2_API b2WheelJointDef : public b2JointDef { b2WheelJointDef() { type = e_wheelJoint; localAnchorA.SetZero(); localAnchorB.SetZero(); localAxisA.Set(1.0f, 0.0f); enableLimit = false; lowerTranslation = 0.0f; upperTranslation = 0.0f; enableMotor = false; maxMotorTorque = 0.0f; motorSpeed = 0.0f; stiffness = 0.0f; damping = 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, 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 limit. bool enableLimit; /// The lower translation limit, usually in meters. float lowerTranslation; /// The upper translation limit, usually in meters. float upperTranslation; /// Enable/disable the joint motor. bool enableMotor; /// The maximum motor torque, usually in N-m. float maxMotorTorque; /// The desired motor speed in radians per second. float motorSpeed; /// Suspension stiffness. Typically in units N/m. float stiffness; /// Suspension damping. Typically in units of N*s/m. float damping; }; /// 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. The spring/damper is /// initialized upon creation. This joint is designed for vehicle suspensions. class B2_API b2WheelJoint : 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; } /// The local joint axis relative to bodyA. const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; } /// Get the current joint translation, usually in meters. float GetJointTranslation() const; /// Get the current joint linear speed, usually in meters per second. float GetJointLinearSpeed() const; /// Get the current joint angle in radians. float GetJointAngle() const; /// Get the current joint angular speed in radians per second. float GetJointAngularSpeed() const; /// Is the joint limit enabled? bool IsLimitEnabled() const; /// Enable/disable the joint translation limit. void EnableLimit(bool flag); /// Get the lower joint translation limit, usually in meters. float GetLowerLimit() const; /// Get the upper joint translation limit, usually in meters. float GetUpperLimit() const; /// Set the joint translation limits, usually in meters. 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, usually in radians per second. void SetMotorSpeed(float speed); /// Get the motor speed, usually in radians per second. float GetMotorSpeed() const; /// Set/Get the maximum motor force, usually in N-m. void SetMaxMotorTorque(float torque); float GetMaxMotorTorque() const; /// Get the current motor torque given the inverse time step, usually in N-m. float GetMotorTorque(float inv_dt) const; /// Access spring stiffness void SetStiffness(float stiffness); float GetStiffness() const; /// Access damping void SetDamping(float damping); float GetDamping() const; /// Dump to b2Log void Dump() override; /// void Draw(b2Draw* draw) const 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; b2Vec2 m_localAnchorA; b2Vec2 m_localAnchorB; b2Vec2 m_localXAxisA; b2Vec2 m_localYAxisA; float m_impulse; float m_motorImpulse; float m_springImpulse; float m_lowerImpulse; float m_upperImpulse; float m_translation; float m_lowerTranslation; float m_upperTranslation; float m_maxMotorTorque; float m_motorSpeed; bool m_enableLimit; bool m_enableMotor; float m_stiffness; float m_damping; // Solver temp int32 m_indexA; int32 m_indexB; b2Vec2 m_localCenterA; b2Vec2 m_localCenterB; float m_invMassA; float m_invMassB; float m_invIA; float m_invIB; b2Vec2 m_ax, m_ay; float m_sAx, m_sBx; float m_sAy, m_sBy; float m_mass; float m_motorMass; float m_axialMass; float m_springMass; float m_bias; float m_gamma; }; inline float b2WheelJoint::GetMotorSpeed() const { return m_motorSpeed; } inline float b2WheelJoint::GetMaxMotorTorque() const { return m_maxMotorTorque; } #endif