Box2D 2.4.1
A 2D physics engine for games
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b2_motor_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_MOTOR_JOINT_H
24#define B2_MOTOR_JOINT_H
25
26#include "b2_api.h"
27#include "b2_joint.h"
28
30struct B2_API b2MotorJointDef : public b2JointDef
31{
33 {
34 type = e_motorJoint;
35 linearOffset.SetZero();
36 angularOffset = 0.0f;
37 maxForce = 1.0f;
38 maxTorque = 1.0f;
39 correctionFactor = 0.3f;
40 }
41
43 void Initialize(b2Body* bodyA, b2Body* bodyB);
44
47
50
52 float maxForce;
53
55 float maxTorque;
56
59};
60
64class B2_API b2MotorJoint : public b2Joint
65{
66public:
67 b2Vec2 GetAnchorA() const override;
68 b2Vec2 GetAnchorB() const override;
69
70 b2Vec2 GetReactionForce(float inv_dt) const override;
71 float GetReactionTorque(float inv_dt) const override;
72
74 void SetLinearOffset(const b2Vec2& linearOffset);
75 const b2Vec2& GetLinearOffset() const;
76
78 void SetAngularOffset(float angularOffset);
79 float GetAngularOffset() const;
80
82 void SetMaxForce(float force);
83
85 float GetMaxForce() const;
86
88 void SetMaxTorque(float torque);
89
91 float GetMaxTorque() const;
92
94 void SetCorrectionFactor(float factor);
95
97 float GetCorrectionFactor() const;
98
100 void Dump() override;
101
102protected:
103
104 friend class b2Joint;
105
106 b2MotorJoint(const b2MotorJointDef* def);
107
108 void InitVelocityConstraints(const b2SolverData& data) override;
109 void SolveVelocityConstraints(const b2SolverData& data) override;
110 bool SolvePositionConstraints(const b2SolverData& data) override;
111
112 // Solver shared
113 b2Vec2 m_linearOffset;
114 float m_angularOffset;
115 b2Vec2 m_linearImpulse;
116 float m_angularImpulse;
117 float m_maxForce;
118 float m_maxTorque;
119 float m_correctionFactor;
120
121 // Solver temp
122 int32 m_indexA;
123 int32 m_indexB;
124 b2Vec2 m_rA;
125 b2Vec2 m_rB;
126 b2Vec2 m_localCenterA;
127 b2Vec2 m_localCenterB;
128 b2Vec2 m_linearError;
129 float m_angularError;
130 float m_invMassA;
131 float m_invMassB;
132 float m_invIA;
133 float m_invIB;
134 b2Mat22 m_linearMass;
135 float m_angularMass;
136};
137
138#endif
A rigid body. These are created via b2World::CreateBody.
Definition b2_body.h:129
Definition b2_joint.h:110
Definition b2_motor_joint.h:65
float GetMaxForce() const
Get the maximum friction force in N.
void SetCorrectionFactor(float factor)
Set the position correction factor in the range [0,1].
float GetReactionTorque(float inv_dt) const override
Get the reaction torque on bodyB in N*m.
b2Vec2 GetAnchorA() const override
Get the anchor point on bodyA in world coordinates.
b2Vec2 GetAnchorB() const override
Get the anchor point on bodyB in world coordinates.
b2Vec2 GetReactionForce(float inv_dt) const override
Get the reaction force on bodyB at the joint anchor in Newtons.
void SetMaxTorque(float torque)
Set the maximum friction torque in N*m.
float GetCorrectionFactor() const
Get the position correction factor in the range [0,1].
void SetLinearOffset(const b2Vec2 &linearOffset)
Set/get the target linear offset, in frame A, in meters.
void SetMaxForce(float force)
Set the maximum friction force in N.
float GetMaxTorque() const
Get the maximum friction torque in N*m.
void SetAngularOffset(float angularOffset)
Set/get the target angular offset, in radians.
void Dump() override
Dump to b2Log.
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
Motor joint definition.
Definition b2_motor_joint.h:31
float maxForce
The maximum motor force in N.
Definition b2_motor_joint.h:52
float correctionFactor
Position correction factor in the range [0,1].
Definition b2_motor_joint.h:58
b2Vec2 linearOffset
Position of bodyB minus the position of bodyA, in bodyA's frame, in meters.
Definition b2_motor_joint.h:46
float angularOffset
The bodyB angle minus bodyA angle in radians.
Definition b2_motor_joint.h:49
void Initialize(b2Body *bodyA, b2Body *bodyB)
Initialize the bodies and offsets using the current transforms.
float maxTorque
The maximum motor torque in N-m.
Definition b2_motor_joint.h:55
Solver Data.
Definition b2_time_step.h:68
A 2D column vector.
Definition b2_math.h:42