/* * Copyright (c) 2006-2012 Erin Catto http://www.box2d.org * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #ifndef B2_MOTOR_JOINT_H #define B2_MOTOR_JOINT_H #include /// Motor joint definition. struct 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. float32 angularOffset; /// The maximum motor force in N. float32 maxForce; /// The maximum motor torque in N-m. float32 maxTorque; /// Position correction factor in the range [0,1]. float32 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 b2MotorJoint : public b2Joint { public: b2Vec2 GetAnchorA() const; b2Vec2 GetAnchorB() const; b2Vec2 GetReactionForce(float32 inv_dt) const; float32 GetReactionTorque(float32 inv_dt) const; /// 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(float32 angularOffset); float32 GetAngularOffset() const; /// Set the maximum friction force in N. void SetMaxForce(float32 force); /// Get the maximum friction force in N. float32 GetMaxForce() const; /// Set the maximum friction torque in N*m. void SetMaxTorque(float32 torque); /// Get the maximum friction torque in N*m. float32 GetMaxTorque() const; /// Set the position correction factor in the range [0,1]. void SetCorrectionFactor(float32 factor); /// Get the position correction factor in the range [0,1]. float32 GetCorrectionFactor() const; /// Dump to b2Log void Dump(); protected: friend class b2Joint; b2MotorJoint(const b2MotorJointDef* def); void InitVelocityConstraints(const b2SolverData& data); void SolveVelocityConstraints(const b2SolverData& data); bool SolvePositionConstraints(const b2SolverData& data); // Solver shared b2Vec2 m_linearOffset; float32 m_angularOffset; b2Vec2 m_linearImpulse; float32 m_angularImpulse; float32 m_maxForce; float32 m_maxTorque; float32 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; float32 m_angularError; float32 m_invMassA; float32 m_invMassB; float32 m_invIA; float32 m_invIB; b2Mat22 m_linearMass; float32 m_angularMass; }; #endif