120 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			120 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
| /*
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| * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
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| *
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| * This software is provided 'as-is', without any express or implied
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| * warranty.  In no event will the authors be held liable for any damages
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| * arising from the use of this software.
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| * Permission is granted to anyone to use this software for any purpose,
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| * including commercial applications, and to alter it and redistribute it
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| * freely, subject to the following restrictions:
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| * 1. The origin of this software must not be misrepresented; you must not
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| * claim that you wrote the original software. If you use this software
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| * in a product, an acknowledgment in the product documentation would be
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| * appreciated but is not required.
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| * 2. Altered source versions must be plainly marked as such, and must not be
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| * misrepresented as being the original software.
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| * 3. This notice may not be removed or altered from any source distribution.
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| */
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| 
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| #ifndef B2_FRICTION_JOINT_H
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| #define B2_FRICTION_JOINT_H
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| 
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| #include "Box2D/Dynamics/Joints/b2Joint.h"
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| 
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| /// Friction joint definition.
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| struct b2FrictionJointDef : public b2JointDef
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| {
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| 	b2FrictionJointDef()
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| 	{
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| 		type = e_frictionJoint;
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| 		localAnchorA.SetZero();
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| 		localAnchorB.SetZero();
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| 		maxForce = 0.0f;
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| 		maxTorque = 0.0f;
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| 	}
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| 
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| 	/// Initialize the bodies, anchors, axis, and reference angle using the world
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| 	/// anchor and world axis.
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| 	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
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| 
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| 	/// The local anchor point relative to bodyA's origin.
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| 	b2Vec2 localAnchorA;
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| 
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| 	/// The local anchor point relative to bodyB's origin.
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| 	b2Vec2 localAnchorB;
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| 
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| 	/// The maximum friction force in N.
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| 	float32 maxForce;
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| 
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| 	/// The maximum friction torque in N-m.
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| 	float32 maxTorque;
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| };
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| 
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| /// Friction joint. This is used for top-down friction.
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| /// It provides 2D translational friction and angular friction.
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| class b2FrictionJoint : public b2Joint
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| {
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| public:
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| 	b2Vec2 GetAnchorA() const override;
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| 	b2Vec2 GetAnchorB() const override;
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| 
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| 	b2Vec2 GetReactionForce(float32 inv_dt) const override;
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| 	float32 GetReactionTorque(float32 inv_dt) const override;
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| 
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| 	/// The local anchor point relative to bodyA's origin.
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| 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
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| 
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| 	/// The local anchor point relative to bodyB's origin.
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| 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
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| 
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| 	/// Set the maximum friction force in N.
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| 	void SetMaxForce(float32 force);
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| 
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| 	/// Get the maximum friction force in N.
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| 	float32 GetMaxForce() const;
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| 
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| 	/// Set the maximum friction torque in N*m.
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| 	void SetMaxTorque(float32 torque);
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| 
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| 	/// Get the maximum friction torque in N*m.
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| 	float32 GetMaxTorque() const;
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| 
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| 	/// Dump joint to dmLog
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| 	void Dump() override;
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| 
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| protected:
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| 
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| 	friend class b2Joint;
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| 
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| 	b2FrictionJoint(const b2FrictionJointDef* def);
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| 
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| 	void InitVelocityConstraints(const b2SolverData& data) override;
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| 	void SolveVelocityConstraints(const b2SolverData& data) override;
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| 	bool SolvePositionConstraints(const b2SolverData& data) override;
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| 
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| 	b2Vec2 m_localAnchorA;
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| 	b2Vec2 m_localAnchorB;
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| 
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| 	// Solver shared
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| 	b2Vec2 m_linearImpulse;
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| 	float32 m_angularImpulse;
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| 	float32 m_maxForce;
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| 	float32 m_maxTorque;
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| 
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| 	// Solver temp
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| 	int32 m_indexA;
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| 	int32 m_indexB;
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| 	b2Vec2 m_rA;
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| 	b2Vec2 m_rB;
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| 	b2Vec2 m_localCenterA;
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| 	b2Vec2 m_localCenterB;
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| 	float32 m_invMassA;
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| 	float32 m_invMassB;
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| 	float32 m_invIA;
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| 	float32 m_invIB;
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| 	b2Mat22 m_linearMass;
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| 	float32 m_angularMass;
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| };
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| 
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| #endif
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