mirror of https://github.com/axmolengine/axmol.git
214 lines
6.0 KiB
C++
214 lines
6.0 KiB
C++
/*
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_WHEEL_JOINT_H
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#define B2_WHEEL_JOINT_H
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#include <Box2D/Dynamics/Joints/b2Joint.h>
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/// Wheel joint definition. This requires defining a line of
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/// motion using an axis and an anchor point. The definition uses local
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/// anchor points and a local axis so that the initial configuration
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/// can violate the constraint slightly. The joint translation is zero
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/// when the local anchor points coincide in world space. Using local
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/// anchors and a local axis helps when saving and loading a game.
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struct b2WheelJointDef : public b2JointDef
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{
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b2WheelJointDef()
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{
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type = e_wheelJoint;
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localAnchorA.SetZero();
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localAnchorB.SetZero();
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localAxisA.Set(1.0f, 0.0f);
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enableMotor = false;
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maxMotorTorque = 0.0f;
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motorSpeed = 0.0f;
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frequencyHz = 2.0f;
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dampingRatio = 0.7f;
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}
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/// Initialize the bodies, anchors, axis, and reference angle using the world
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/// anchor and world axis.
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void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
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/// The local anchor point relative to bodyA's origin.
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b2Vec2 localAnchorA;
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/// The local anchor point relative to bodyB's origin.
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b2Vec2 localAnchorB;
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/// The local translation axis in bodyA.
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b2Vec2 localAxisA;
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/// Enable/disable the joint motor.
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bool enableMotor;
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/// The maximum motor torque, usually in N-m.
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float32 maxMotorTorque;
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/// The desired motor speed in radians per second.
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float32 motorSpeed;
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/// Suspension frequency, zero indicates no suspension
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float32 frequencyHz;
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/// Suspension damping ratio, one indicates critical damping
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float32 dampingRatio;
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};
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/// A wheel joint. This joint provides two degrees of freedom: translation
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/// along an axis fixed in bodyA and rotation in the plane. You can use a
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/// joint limit to restrict the range of motion and a joint motor to drive
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/// the rotation or to model rotational friction.
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/// This joint is designed for vehicle suspensions.
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class b2WheelJoint : public b2Joint
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{
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public:
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void GetDefinition(b2WheelJointDef* def) const;
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b2Vec2 GetAnchorA() const;
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b2Vec2 GetAnchorB() const;
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b2Vec2 GetReactionForce(float32 inv_dt) const;
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float32 GetReactionTorque(float32 inv_dt) const;
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/// The local anchor point relative to bodyA's origin.
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const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
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/// The local anchor point relative to bodyB's origin.
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const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
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/// The local joint axis relative to bodyA.
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const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
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/// Get the current joint translation, usually in meters.
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float32 GetJointTranslation() const;
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/// Get the current joint translation speed, usually in meters per second.
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float32 GetJointSpeed() const;
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/// Is the joint motor enabled?
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bool IsMotorEnabled() const;
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/// Enable/disable the joint motor.
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void EnableMotor(bool flag);
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/// Set the motor speed, usually in radians per second.
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void SetMotorSpeed(float32 speed);
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/// Get the motor speed, usually in radians per second.
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float32 GetMotorSpeed() const;
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/// Set/Get the maximum motor force, usually in N-m.
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void SetMaxMotorTorque(float32 torque);
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float32 GetMaxMotorTorque() const;
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/// Get the current motor torque given the inverse time step, usually in N-m.
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float32 GetMotorTorque(float32 inv_dt) const;
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/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
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void SetSpringFrequencyHz(float32 hz);
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float32 GetSpringFrequencyHz() const;
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/// Set/Get the spring damping ratio
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void SetSpringDampingRatio(float32 ratio);
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float32 GetSpringDampingRatio() const;
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/// Dump to b2Log
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void Dump();
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protected:
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friend class b2Joint;
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b2WheelJoint(const b2WheelJointDef* def);
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void InitVelocityConstraints(const b2SolverData& data);
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void SolveVelocityConstraints(const b2SolverData& data);
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bool SolvePositionConstraints(const b2SolverData& data);
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float32 m_frequencyHz;
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float32 m_dampingRatio;
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// Solver shared
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b2Vec2 m_localAnchorA;
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b2Vec2 m_localAnchorB;
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b2Vec2 m_localXAxisA;
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b2Vec2 m_localYAxisA;
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float32 m_impulse;
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float32 m_motorImpulse;
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float32 m_springImpulse;
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float32 m_maxMotorTorque;
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float32 m_motorSpeed;
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bool m_enableMotor;
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// Solver temp
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int32 m_indexA;
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int32 m_indexB;
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b2Vec2 m_localCenterA;
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b2Vec2 m_localCenterB;
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float32 m_invMassA;
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float32 m_invMassB;
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float32 m_invIA;
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float32 m_invIB;
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b2Vec2 m_ax, m_ay;
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float32 m_sAx, m_sBx;
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float32 m_sAy, m_sBy;
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float32 m_mass;
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float32 m_motorMass;
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float32 m_springMass;
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float32 m_bias;
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float32 m_gamma;
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};
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inline float32 b2WheelJoint::GetMotorSpeed() const
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{
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return m_motorSpeed;
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}
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inline float32 b2WheelJoint::GetMaxMotorTorque() const
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{
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return m_maxMotorTorque;
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}
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inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
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{
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m_frequencyHz = hz;
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}
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inline float32 b2WheelJoint::GetSpringFrequencyHz() const
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{
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return m_frequencyHz;
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}
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inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
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{
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m_dampingRatio = ratio;
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}
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inline float32 b2WheelJoint::GetSpringDampingRatio() const
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{
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return m_dampingRatio;
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}
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#endif
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