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. You can use a
76 /// joint limit to restrict the range of motion and a joint motor to drive
77 /// the rotation or to model rotational friction.
78 /// This joint is designed for vehicle suspensions.
79 class b2WheelJoint : public b2Joint
80 {
81 public:
82 	//void GetDefinition(b2WheelJointDef* def) const;
83 
84 	b2Vec2 GetAnchorA() const;
85 	b2Vec2 GetAnchorB() const;
86 
87 	b2Vec2 GetReactionForce(float32 inv_dt) const;
88 	float32 GetReactionTorque(float32 inv_dt) const;
89 
90 	/// The local anchor point relative to bodyA's origin.
GetLocalAnchorA()91 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
92 
93 	/// The local anchor point relative to bodyB's origin.
GetLocalAnchorB()94 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
95 
96 	/// The local joint axis relative to bodyA.
GetLocalAxisA()97 	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
98 
99 	/// Get the current joint translation, usually in meters.
100 	float32 GetJointTranslation() const;
101 
102 	/// Get the current joint translation speed, usually in meters per second.
103 	float32 GetJointSpeed() const;
104 
105 	/// Is the joint motor enabled?
106 	bool IsMotorEnabled() const;
107 
108 	/// Enable/disable the joint motor.
109 	void EnableMotor(bool flag);
110 
111 	/// Set the motor speed, usually in radians per second.
112 	void SetMotorSpeed(float32 speed);
113 
114 	/// Get the motor speed, usually in radians per second.
115 	float32 GetMotorSpeed() const;
116 
117 	/// Set/Get the maximum motor force, usually in N-m.
118 	void SetMaxMotorTorque(float32 torque);
119 	float32 GetMaxMotorTorque() const;
120 
121 	/// Get the current motor torque given the inverse time step, usually in N-m.
122 	float32 GetMotorTorque(float32 inv_dt) const;
123 
124 	/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
125 	void SetSpringFrequencyHz(float32 hz);
126 	float32 GetSpringFrequencyHz() const;
127 
128 	/// Set/Get the spring damping ratio
129 	void SetSpringDampingRatio(float32 ratio);
130 	float32 GetSpringDampingRatio() const;
131 
132 	/// Dump to b2Log
133 	void Dump();
134 
135 protected:
136 
137 	friend class b2Joint;
138 	b2WheelJoint(const b2WheelJointDef* def);
139 
140 	void InitVelocityConstraints(const b2SolverData& data);
141 	void SolveVelocityConstraints(const b2SolverData& data);
142 	bool SolvePositionConstraints(const b2SolverData& data);
143 
144 	float32 m_frequencyHz;
145 	float32 m_dampingRatio;
146 
147 	// Solver shared
148 	b2Vec2 m_localAnchorA;
149 	b2Vec2 m_localAnchorB;
150 	b2Vec2 m_localXAxisA;
151 	b2Vec2 m_localYAxisA;
152 
153 	float32 m_impulse;
154 	float32 m_motorImpulse;
155 	float32 m_springImpulse;
156 
157 	float32 m_maxMotorTorque;
158 	float32 m_motorSpeed;
159 	bool m_enableMotor;
160 
161 	// Solver temp
162 	int32 m_indexA;
163 	int32 m_indexB;
164 	b2Vec2 m_localCenterA;
165 	b2Vec2 m_localCenterB;
166 	float32 m_invMassA;
167 	float32 m_invMassB;
168 	float32 m_invIA;
169 	float32 m_invIB;
170 
171 	b2Vec2 m_ax, m_ay;
172 	float32 m_sAx, m_sBx;
173 	float32 m_sAy, m_sBy;
174 
175 	float32 m_mass;
176 	float32 m_motorMass;
177 	float32 m_springMass;
178 
179 	float32 m_bias;
180 	float32 m_gamma;
181 };
182 
GetMotorSpeed()183 inline float32 b2WheelJoint::GetMotorSpeed() const
184 {
185 	return m_motorSpeed;
186 }
187 
GetMaxMotorTorque()188 inline float32 b2WheelJoint::GetMaxMotorTorque() const
189 {
190 	return m_maxMotorTorque;
191 }
192 
SetSpringFrequencyHz(float32 hz)193 inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
194 {
195 	m_frequencyHz = hz;
196 }
197 
GetSpringFrequencyHz()198 inline float32 b2WheelJoint::GetSpringFrequencyHz() const
199 {
200 	return m_frequencyHz;
201 }
202 
SetSpringDampingRatio(float32 ratio)203 inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
204 {
205 	m_dampingRatio = ratio;
206 }
207 
GetSpringDampingRatio()208 inline float32 b2WheelJoint::GetSpringDampingRatio() const
209 {
210 	return m_dampingRatio;
211 }
212 
213 #endif
214