// 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_PRISMATIC_JOINT_H #define B2_PRISMATIC_JOINT_H #include "b2_api.h" #include "b2_joint.h" /// Prismatic 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 b2PrismaticJointDef : public b2JointDef { b2PrismaticJointDef() { type = e_prismaticJoint; localAnchorA.SetZero(); localAnchorB.SetZero(); localAxisA.Set(1.0f, 0.0f); referenceAngle = 0.0f; enableLimit = false; lowerTranslation = 0.0f; upperTranslation = 0.0f; enableMotor = false; maxMotorForce = 0.0f; motorSpeed = 0.0f; } /// Initialize the bodies, anchors, axis, and reference angle using the world /// anchor and unit 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 unit axis in bodyA. b2Vec2 localAxisA; /// The constrained angle between the bodies: bodyB_angle - bodyA_angle. float referenceAngle; /// 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 maxMotorForce; /// The desired motor speed in radians per second. float motorSpeed; }; /// A prismatic joint. This joint provides one degree of freedom: translation /// along an axis fixed in bodyA. Relative rotation is prevented. You can /// use a joint limit to restrict the range of motion and a joint motor to /// drive the motion or to model joint friction. class B2_API b2PrismaticJoint : 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 reference angle. float GetReferenceAngle() const { return m_referenceAngle; } /// Get the current joint translation, usually in meters. float GetJointTranslation() const; /// Get the current joint translation speed, usually in meters 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, usually in meters. float GetLowerLimit() const; /// Get the upper joint limit, usually in meters. float GetUpperLimit() const; /// Set the joint 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 meters per second. void SetMotorSpeed(float speed); /// Get the motor speed, usually in meters per second. float GetMotorSpeed() const; /// Set the maximum motor force, usually in N. void SetMaxMotorForce(float force); float GetMaxMotorForce() const { return m_maxMotorForce; } /// Get the current motor force given the inverse time step, usually in N. float GetMotorForce(float inv_dt) const; /// Dump to b2Log void Dump() override; /// void Draw(b2Draw* draw) const override; protected: friend class b2Joint; friend class b2GearJoint; b2PrismaticJoint(const b2PrismaticJointDef* 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_referenceAngle; b2Vec2 m_impulse; float m_motorImpulse; float m_lowerImpulse; float m_upperImpulse; float m_lowerTranslation; float m_upperTranslation; float m_maxMotorForce; float m_motorSpeed; bool m_enableLimit; bool m_enableMotor; // 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_axis, m_perp; float m_s1, m_s2; float m_a1, m_a2; b2Mat22 m_K; float m_translation; float m_axialMass; }; inline float b2PrismaticJoint::GetMotorSpeed() const { return m_motorSpeed; } #endif