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 {
b2MotorJointDefb2MotorJointDef27 	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