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 {
b2WheelJointDefb2WheelJointDef32 	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.
GetLocalAnchorA()88 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
89 
90 	/// The local anchor point relative to bodyB's origin.
GetLocalAnchorB()91 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
92 
93 	/// The local joint axis relative to bodyA.
GetLocalAxisA()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 linear speed, usually in meters per second.
100 	float32 GetJointLinearSpeed() const;
101 
102 	/// Get the current joint angle in radians.
103 	float32 GetJointAngle() const;
104 
105 	/// Get the current joint angular speed in radians per second.
106 	float32 GetJointAngularSpeed() const;
107 
108 	/// Is the joint motor enabled?
109 	bool IsMotorEnabled() const;
110 
111 	/// Enable/disable the joint motor.
112 	void EnableMotor(bool flag);
113 
114 	/// Set the motor speed, usually in radians per second.
115 	void SetMotorSpeed(float32 speed);
116 
117 	/// Get the motor speed, usually in radians per second.
118 	float32 GetMotorSpeed() const;
119 
120 	/// Set/Get the maximum motor force, usually in N-m.
121 	void SetMaxMotorTorque(float32 torque);
122 	float32 GetMaxMotorTorque() const;
123 
124 	/// Get the current motor torque given the inverse time step, usually in N-m.
125 	float32 GetMotorTorque(float32 inv_dt) const;
126 
127 	/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
128 	void SetSpringFrequencyHz(float32 hz);
129 	float32 GetSpringFrequencyHz() const;
130 
131 	/// Set/Get the spring damping ratio
132 	void SetSpringDampingRatio(float32 ratio);
133 	float32 GetSpringDampingRatio() const;
134 
135 	/// Dump to b2Log
136 	void Dump();
137 
138 protected:
139 
140 	friend class b2Joint;
141 	b2WheelJoint(const b2WheelJointDef* def);
142 
143 	void InitVelocityConstraints(const b2SolverData& data);
144 	void SolveVelocityConstraints(const b2SolverData& data);
145 	bool SolvePositionConstraints(const b2SolverData& data);
146 
147 	float32 m_frequencyHz;
148 	float32 m_dampingRatio;
149 
150 	// Solver shared
151 	b2Vec2 m_localAnchorA;
152 	b2Vec2 m_localAnchorB;
153 	b2Vec2 m_localXAxisA;
154 	b2Vec2 m_localYAxisA;
155 
156 	float32 m_impulse;
157 	float32 m_motorImpulse;
158 	float32 m_springImpulse;
159 
160 	float32 m_maxMotorTorque;
161 	float32 m_motorSpeed;
162 	bool m_enableMotor;
163 
164 	// Solver temp
165 	int32 m_indexA;
166 	int32 m_indexB;
167 	b2Vec2 m_localCenterA;
168 	b2Vec2 m_localCenterB;
169 	float32 m_invMassA;
170 	float32 m_invMassB;
171 	float32 m_invIA;
172 	float32 m_invIB;
173 
174 	b2Vec2 m_ax, m_ay;
175 	float32 m_sAx, m_sBx;
176 	float32 m_sAy, m_sBy;
177 
178 	float32 m_mass;
179 	float32 m_motorMass;
180 	float32 m_springMass;
181 
182 	float32 m_bias;
183 	float32 m_gamma;
184 };
185 
GetMotorSpeed()186 inline float32 b2WheelJoint::GetMotorSpeed() const
187 {
188 	return m_motorSpeed;
189 }
190 
GetMaxMotorTorque()191 inline float32 b2WheelJoint::GetMaxMotorTorque() const
192 {
193 	return m_maxMotorTorque;
194 }
195 
SetSpringFrequencyHz(float32 hz)196 inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
197 {
198 	m_frequencyHz = hz;
199 }
200 
GetSpringFrequencyHz()201 inline float32 b2WheelJoint::GetSpringFrequencyHz() const
202 {
203 	return m_frequencyHz;
204 }
205 
SetSpringDampingRatio(float32 ratio)206 inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
207 {
208 	m_dampingRatio = ratio;
209 }
210 
GetSpringDampingRatio()211 inline float32 b2WheelJoint::GetSpringDampingRatio() const
212 {
213 	return m_dampingRatio;
214 }
215 
216 #endif
217