Box2D 2.4.1
A 2D physics engine for games
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b2_friction_joint.h
1// MIT License
2
3// Copyright (c) 2019 Erin Catto
4
5// Permission is hereby granted, free of charge, to any person obtaining a copy
6// of this software and associated documentation files (the "Software"), to deal
7// in the Software without restriction, including without limitation the rights
8// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9// copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11
12// The above copyright notice and this permission notice shall be included in all
13// copies or substantial portions of the Software.
14
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21// SOFTWARE.
22
23#ifndef B2_FRICTION_JOINT_H
24#define B2_FRICTION_JOINT_H
25
26#include "b2_api.h"
27#include "b2_joint.h"
28
30struct B2_API b2FrictionJointDef : public b2JointDef
31{
33 {
34 type = e_frictionJoint;
35 localAnchorA.SetZero();
36 localAnchorB.SetZero();
37 maxForce = 0.0f;
38 maxTorque = 0.0f;
39 }
40
43 void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
44
47
50
52 float maxForce;
53
55 float maxTorque;
56};
57
60class B2_API b2FrictionJoint : public b2Joint
61{
62public:
63 b2Vec2 GetAnchorA() const override;
64 b2Vec2 GetAnchorB() const override;
65
66 b2Vec2 GetReactionForce(float inv_dt) const override;
67 float GetReactionTorque(float inv_dt) const override;
68
70 const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
71
73 const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
74
76 void SetMaxForce(float force);
77
79 float GetMaxForce() const;
80
82 void SetMaxTorque(float torque);
83
85 float GetMaxTorque() const;
86
88 void Dump() override;
89
90protected:
91
92 friend class b2Joint;
93
95
96 void InitVelocityConstraints(const b2SolverData& data) override;
97 void SolveVelocityConstraints(const b2SolverData& data) override;
98 bool SolvePositionConstraints(const b2SolverData& data) override;
99
100 b2Vec2 m_localAnchorA;
101 b2Vec2 m_localAnchorB;
102
103 // Solver shared
104 b2Vec2 m_linearImpulse;
105 float m_angularImpulse;
106 float m_maxForce;
107 float m_maxTorque;
108
109 // Solver temp
110 int32 m_indexA;
111 int32 m_indexB;
112 b2Vec2 m_rA;
113 b2Vec2 m_rB;
114 b2Vec2 m_localCenterA;
115 b2Vec2 m_localCenterB;
116 float m_invMassA;
117 float m_invMassB;
118 float m_invIA;
119 float m_invIB;
120 b2Mat22 m_linearMass;
121 float m_angularMass;
122};
123
124#endif
A rigid body. These are created via b2World::CreateBody.
Definition b2_body.h:129
Definition b2_friction_joint.h:61
float GetReactionTorque(float inv_dt) const override
Get the reaction torque on bodyB in N*m.
const b2Vec2 & GetLocalAnchorB() const
The local anchor point relative to bodyB's origin.
Definition b2_friction_joint.h:73
float GetMaxTorque() const
Get the maximum friction torque in N*m.
float GetMaxForce() const
Get the maximum friction force in N.
b2Vec2 GetAnchorA() const override
Get the anchor point on bodyA in world coordinates.
void SetMaxTorque(float torque)
Set the maximum friction torque in N*m.
void Dump() override
Dump joint to dmLog.
void SetMaxForce(float force)
Set the maximum friction force in N.
b2Vec2 GetReactionForce(float inv_dt) const override
Get the reaction force on bodyB at the joint anchor in Newtons.
const b2Vec2 & GetLocalAnchorA() const
The local anchor point relative to bodyA's origin.
Definition b2_friction_joint.h:70
b2Vec2 GetAnchorB() const override
Get the anchor point on bodyB in world coordinates.
Definition b2_joint.h:110
Friction joint definition.
Definition b2_friction_joint.h:31
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin.
Definition b2_friction_joint.h:46
float maxForce
The maximum friction force in N.
Definition b2_friction_joint.h:52
float maxTorque
The maximum friction torque in N-m.
Definition b2_friction_joint.h:55
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin.
Definition b2_friction_joint.h:49
void Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor)
Joint definitions are used to construct joints.
Definition b2_joint.h:72
A 2-by-2 matrix. Stored in column-major order.
Definition b2_math.h:172
Solver Data.
Definition b2_time_step.h:68
A 2D column vector.
Definition b2_math.h:42