1 | /* |
2 | * Copyright (c) 2006-2011 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_WHEEL_JOINT_H |
20 | #define B2_WHEEL_JOINT_H |
21 | |
22 | #include <Box2D/Dynamics/Joints/b2Joint.h> |
23 | |
24 | /// Wheel joint definition. This requires defining a line of |
25 | /// motion using an axis and an anchor point. The definition uses local |
26 | /// anchor points and a local axis so that the initial configuration |
27 | /// can violate the constraint slightly. The joint translation is zero |
28 | /// when the local anchor points coincide in world space. Using local |
29 | /// anchors and a local axis helps when saving and loading a game. |
30 | struct b2WheelJointDef : public b2JointDef |
31 | { |
32 | b2WheelJointDef() |
33 | { |
34 | type = e_wheelJoint; |
35 | localAnchorA.SetZero(); |
36 | localAnchorB.SetZero(); |
37 | localAxisA.Set(1.0f, 0.0f); |
38 | enableMotor = false; |
39 | maxMotorTorque = 0.0f; |
40 | motorSpeed = 0.0f; |
41 | frequencyHz = 2.0f; |
42 | dampingRatio = 0.7f; |
43 | } |
44 | |
45 | /// Initialize the bodies, anchors, axis, and reference angle using the world |
46 | /// anchor and world axis. |
47 | void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis); |
48 | |
49 | /// The local anchor point relative to bodyA's origin. |
50 | b2Vec2 localAnchorA; |
51 | |
52 | /// The local anchor point relative to bodyB's origin. |
53 | b2Vec2 localAnchorB; |
54 | |
55 | /// The local translation axis in bodyA. |
56 | b2Vec2 localAxisA; |
57 | |
58 | /// Enable/disable the joint motor. |
59 | bool enableMotor; |
60 | |
61 | /// The maximum motor torque, usually in N-m. |
62 | float32 maxMotorTorque; |
63 | |
64 | /// The desired motor speed in radians per second. |
65 | float32 motorSpeed; |
66 | |
67 | /// Suspension frequency, zero indicates no suspension |
68 | float32 frequencyHz; |
69 | |
70 | /// Suspension damping ratio, one indicates critical damping |
71 | float32 dampingRatio; |
72 | }; |
73 | |
74 | /// A wheel joint. This joint provides two degrees of freedom: translation |
75 | /// along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to |
76 | /// line constraint with a rotational motor and a linear spring/damper. |
77 | /// This joint is designed for vehicle suspensions. |
78 | class b2WheelJoint : public b2Joint |
79 | { |
80 | public: |
81 | b2Vec2 GetAnchorA() const; |
82 | b2Vec2 GetAnchorB() const; |
83 | |
84 | b2Vec2 GetReactionForce(float32 inv_dt) const; |
85 | float32 GetReactionTorque(float32 inv_dt) const; |
86 | |
87 | /// The local anchor point relative to bodyA's origin. |
88 | const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; } |
89 | |
90 | /// The local anchor point relative to bodyB's origin. |
91 | const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; } |
92 | |
93 | /// The local joint axis relative to bodyA. |
94 | const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; } |
95 | |
96 | /// Get the current joint translation, usually in meters. |
97 | float32 GetJointTranslation() const; |
98 | |
99 | /// Get the current joint translation speed, usually in meters per second. |
100 | float32 GetJointSpeed() const; |
101 | |
102 | /// Is the joint motor enabled? |
103 | bool IsMotorEnabled() const; |
104 | |
105 | /// Enable/disable the joint motor. |
106 | void EnableMotor(bool flag); |
107 | |
108 | /// Set the motor speed, usually in radians per second. |
109 | void SetMotorSpeed(float32 speed); |
110 | |
111 | /// Get the motor speed, usually in radians per second. |
112 | float32 GetMotorSpeed() const; |
113 | |
114 | /// Set/Get the maximum motor force, usually in N-m. |
115 | void SetMaxMotorTorque(float32 torque); |
116 | float32 GetMaxMotorTorque() const; |
117 | |
118 | /// Get the current motor torque given the inverse time step, usually in N-m. |
119 | float32 GetMotorTorque(float32 inv_dt) const; |
120 | |
121 | /// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring. |
122 | void SetSpringFrequencyHz(float32 hz); |
123 | float32 GetSpringFrequencyHz() const; |
124 | |
125 | /// Set/Get the spring damping ratio |
126 | void SetSpringDampingRatio(float32 ratio); |
127 | float32 GetSpringDampingRatio() const; |
128 | |
129 | /// Dump to b2Log |
130 | void Dump(); |
131 | |
132 | protected: |
133 | |
134 | friend class b2Joint; |
135 | b2WheelJoint(const b2WheelJointDef* def); |
136 | |
137 | void InitVelocityConstraints(const b2SolverData& data); |
138 | void SolveVelocityConstraints(const b2SolverData& data); |
139 | bool SolvePositionConstraints(const b2SolverData& data); |
140 | |
141 | float32 m_frequencyHz; |
142 | float32 m_dampingRatio; |
143 | |
144 | // Solver shared |
145 | b2Vec2 m_localAnchorA; |
146 | b2Vec2 m_localAnchorB; |
147 | b2Vec2 m_localXAxisA; |
148 | b2Vec2 m_localYAxisA; |
149 | |
150 | float32 m_impulse; |
151 | float32 m_motorImpulse; |
152 | float32 m_springImpulse; |
153 | |
154 | float32 m_maxMotorTorque; |
155 | float32 m_motorSpeed; |
156 | bool m_enableMotor; |
157 | |
158 | // Solver temp |
159 | int32 m_indexA; |
160 | int32 m_indexB; |
161 | b2Vec2 m_localCenterA; |
162 | b2Vec2 m_localCenterB; |
163 | float32 m_invMassA; |
164 | float32 m_invMassB; |
165 | float32 m_invIA; |
166 | float32 m_invIB; |
167 | |
168 | b2Vec2 m_ax, m_ay; |
169 | float32 m_sAx, m_sBx; |
170 | float32 m_sAy, m_sBy; |
171 | |
172 | float32 m_mass; |
173 | float32 m_motorMass; |
174 | float32 m_springMass; |
175 | |
176 | float32 m_bias; |
177 | float32 m_gamma; |
178 | }; |
179 | |
180 | inline float32 b2WheelJoint::GetMotorSpeed() const |
181 | { |
182 | return m_motorSpeed; |
183 | } |
184 | |
185 | inline float32 b2WheelJoint::GetMaxMotorTorque() const |
186 | { |
187 | return m_maxMotorTorque; |
188 | } |
189 | |
190 | inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz) |
191 | { |
192 | m_frequencyHz = hz; |
193 | } |
194 | |
195 | inline float32 b2WheelJoint::GetSpringFrequencyHz() const |
196 | { |
197 | return m_frequencyHz; |
198 | } |
199 | |
200 | inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio) |
201 | { |
202 | m_dampingRatio = ratio; |
203 | } |
204 | |
205 | inline float32 b2WheelJoint::GetSpringDampingRatio() const |
206 | { |
207 | return m_dampingRatio; |
208 | } |
209 | |
210 | #endif |
211 | |