| 1 | /* |
| 2 | * Copyright (c) 2006-2012 Erin Catto http://www.box2d.org |
| 3 | * |
| 4 | * This software is provided 'as-is', without any express or implied |
| 5 | * warranty. In no event will the authors be held liable for any damages |
| 6 | * arising from the use of this software. |
| 7 | * Permission is granted to anyone to use this software for any purpose, |
| 8 | * including commercial applications, and to alter it and redistribute it |
| 9 | * freely, subject to the following restrictions: |
| 10 | * 1. The origin of this software must not be misrepresented; you must not |
| 11 | * claim that you wrote the original software. If you use this software |
| 12 | * in a product, an acknowledgment in the product documentation would be |
| 13 | * appreciated but is not required. |
| 14 | * 2. Altered source versions must be plainly marked as such, and must not be |
| 15 | * misrepresented as being the original software. |
| 16 | * 3. This notice may not be removed or altered from any source distribution. |
| 17 | */ |
| 18 | |
| 19 | #ifndef B2_MOTOR_JOINT_H |
| 20 | #define B2_MOTOR_JOINT_H |
| 21 | |
| 22 | #include <Box2D/Dynamics/Joints/b2Joint.h> |
| 23 | |
| 24 | /// Motor joint definition. |
| 25 | struct b2MotorJointDef : public b2JointDef |
| 26 | { |
| 27 | b2MotorJointDef() |
| 28 | { |
| 29 | type = e_motorJoint; |
| 30 | linearOffset.SetZero(); |
| 31 | angularOffset = 0.0f; |
| 32 | maxForce = 1.0f; |
| 33 | maxTorque = 1.0f; |
| 34 | correctionFactor = 0.3f; |
| 35 | } |
| 36 | |
| 37 | /// Initialize the bodies and offsets using the current transforms. |
| 38 | void Initialize(b2Body* bodyA, b2Body* bodyB); |
| 39 | |
| 40 | /// Position of bodyB minus the position of bodyA, in bodyA's frame, in meters. |
| 41 | b2Vec2 linearOffset; |
| 42 | |
| 43 | /// The bodyB angle minus bodyA angle in radians. |
| 44 | float32 angularOffset; |
| 45 | |
| 46 | /// The maximum motor force in N. |
| 47 | float32 maxForce; |
| 48 | |
| 49 | /// The maximum motor torque in N-m. |
| 50 | float32 maxTorque; |
| 51 | |
| 52 | /// Position correction factor in the range [0,1]. |
| 53 | float32 correctionFactor; |
| 54 | }; |
| 55 | |
| 56 | /// A motor joint is used to control the relative motion |
| 57 | /// between two bodies. A typical usage is to control the movement |
| 58 | /// of a dynamic body with respect to the ground. |
| 59 | class b2MotorJoint : public b2Joint |
| 60 | { |
| 61 | public: |
| 62 | b2Vec2 GetAnchorA() const; |
| 63 | b2Vec2 GetAnchorB() const; |
| 64 | |
| 65 | b2Vec2 GetReactionForce(float32 inv_dt) const; |
| 66 | float32 GetReactionTorque(float32 inv_dt) const; |
| 67 | |
| 68 | /// Set/get the target linear offset, in frame A, in meters. |
| 69 | void SetLinearOffset(const b2Vec2& linearOffset); |
| 70 | const b2Vec2& GetLinearOffset() const; |
| 71 | |
| 72 | /// Set/get the target angular offset, in radians. |
| 73 | void SetAngularOffset(float32 angularOffset); |
| 74 | float32 GetAngularOffset() const; |
| 75 | |
| 76 | /// Set the maximum friction force in N. |
| 77 | void SetMaxForce(float32 force); |
| 78 | |
| 79 | /// Get the maximum friction force in N. |
| 80 | float32 GetMaxForce() const; |
| 81 | |
| 82 | /// Set the maximum friction torque in N*m. |
| 83 | void SetMaxTorque(float32 torque); |
| 84 | |
| 85 | /// Get the maximum friction torque in N*m. |
| 86 | float32 GetMaxTorque() const; |
| 87 | |
| 88 | /// Set the position correction factor in the range [0,1]. |
| 89 | void SetCorrectionFactor(float32 factor); |
| 90 | |
| 91 | /// Get the position correction factor in the range [0,1]. |
| 92 | float32 GetCorrectionFactor() const; |
| 93 | |
| 94 | /// Dump to b2Log |
| 95 | void Dump(); |
| 96 | |
| 97 | protected: |
| 98 | |
| 99 | friend class b2Joint; |
| 100 | |
| 101 | b2MotorJoint(const b2MotorJointDef* def); |
| 102 | |
| 103 | void InitVelocityConstraints(const b2SolverData& data); |
| 104 | void SolveVelocityConstraints(const b2SolverData& data); |
| 105 | bool SolvePositionConstraints(const b2SolverData& data); |
| 106 | |
| 107 | // Solver shared |
| 108 | b2Vec2 m_linearOffset; |
| 109 | float32 m_angularOffset; |
| 110 | b2Vec2 m_linearImpulse; |
| 111 | float32 m_angularImpulse; |
| 112 | float32 m_maxForce; |
| 113 | float32 m_maxTorque; |
| 114 | float32 m_correctionFactor; |
| 115 | |
| 116 | // Solver temp |
| 117 | int32 m_indexA; |
| 118 | int32 m_indexB; |
| 119 | b2Vec2 m_rA; |
| 120 | b2Vec2 m_rB; |
| 121 | b2Vec2 m_localCenterA; |
| 122 | b2Vec2 m_localCenterB; |
| 123 | b2Vec2 m_linearError; |
| 124 | float32 m_angularError; |
| 125 | float32 m_invMassA; |
| 126 | float32 m_invMassB; |
| 127 | float32 m_invIA; |
| 128 | float32 m_invIB; |
| 129 | b2Mat22 m_linearMass; |
| 130 | float32 m_angularMass; |
| 131 | }; |
| 132 | |
| 133 | #endif |
| 134 | |