// 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_MOTOR_JOINT_H #define B2_MOTOR_JOINT_H #include "b2_api.h" #include "b2_joint.h" /// Motor joint definition. struct B2_API b2MotorJointDef : public b2JointDef { b2MotorJointDef() { type = e_motorJoint; linearOffset.SetZero(); angularOffset = 0.0f; maxForce = 1.0f; maxTorque = 1.0f; correctionFactor = 0.3f; } /// Initialize the bodies and offsets using the current transforms. void Initialize(b2Body* bodyA, b2Body* bodyB); /// Position of bodyB minus the position of bodyA, in bodyA's frame, in meters. b2Vec2 linearOffset; /// The bodyB angle minus bodyA angle in radians. float angularOffset; /// The maximum motor force in N. float maxForce; /// The maximum motor torque in N-m. float maxTorque; /// Position correction factor in the range [0,1]. float correctionFactor; }; /// A motor joint is used to control the relative motion /// between two bodies. A typical usage is to control the movement /// of a dynamic body with respect to the ground. class B2_API b2MotorJoint : 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; /// Set/get the target linear offset, in frame A, in meters. void SetLinearOffset(const b2Vec2& linearOffset); const b2Vec2& GetLinearOffset() const; /// Set/get the target angular offset, in radians. void SetAngularOffset(float angularOffset); float GetAngularOffset() const; /// Set the maximum friction force in N. void SetMaxForce(float force); /// Get the maximum friction force in N. float GetMaxForce() const; /// Set the maximum friction torque in N*m. void SetMaxTorque(float torque); /// Get the maximum friction torque in N*m. float GetMaxTorque() const; /// Set the position correction factor in the range [0,1]. void SetCorrectionFactor(float factor); /// Get the position correction factor in the range [0,1]. float GetCorrectionFactor() const; /// Dump to b2Log void Dump() override; protected: friend class b2Joint; b2MotorJoint(const b2MotorJointDef* def); void InitVelocityConstraints(const b2SolverData& data) override; void SolveVelocityConstraints(const b2SolverData& data) override; bool SolvePositionConstraints(const b2SolverData& data) override; // Solver shared b2Vec2 m_linearOffset; float m_angularOffset; b2Vec2 m_linearImpulse; float m_angularImpulse; float m_maxForce; float m_maxTorque; float m_correctionFactor; // Solver temp int32 m_indexA; int32 m_indexB; b2Vec2 m_rA; b2Vec2 m_rB; b2Vec2 m_localCenterA; b2Vec2 m_localCenterB; b2Vec2 m_linearError; float m_angularError; float m_invMassA; float m_invMassB; float m_invIA; float m_invIB; b2Mat22 m_linearMass; float m_angularMass; }; #endif