Box2D 2.4.1
A 2D physics engine for games
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b2_prismatic_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_PRISMATIC_JOINT_H
24#define B2_PRISMATIC_JOINT_H
25
26#include "b2_api.h"
27#include "b2_joint.h"
28
35struct B2_API b2PrismaticJointDef : public b2JointDef
36{
38 {
39 type = e_prismaticJoint;
40 localAnchorA.SetZero();
41 localAnchorB.SetZero();
42 localAxisA.Set(1.0f, 0.0f);
43 referenceAngle = 0.0f;
44 enableLimit = false;
45 lowerTranslation = 0.0f;
46 upperTranslation = 0.0f;
47 enableMotor = false;
48 maxMotorForce = 0.0f;
49 motorSpeed = 0.0f;
50 }
51
54 void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
55
58
61
64
67
70
73
76
79
82
85};
86
91class B2_API b2PrismaticJoint : public b2Joint
92{
93public:
94 b2Vec2 GetAnchorA() const override;
95 b2Vec2 GetAnchorB() const override;
96
97 b2Vec2 GetReactionForce(float inv_dt) const override;
98 float GetReactionTorque(float inv_dt) const override;
99
101 const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
102
104 const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
105
107 const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
108
110 float GetReferenceAngle() const { return m_referenceAngle; }
111
113 float GetJointTranslation() const;
114
116 float GetJointSpeed() const;
117
119 bool IsLimitEnabled() const;
120
122 void EnableLimit(bool flag);
123
125 float GetLowerLimit() const;
126
128 float GetUpperLimit() const;
129
131 void SetLimits(float lower, float upper);
132
134 bool IsMotorEnabled() const;
135
137 void EnableMotor(bool flag);
138
140 void SetMotorSpeed(float speed);
141
143 float GetMotorSpeed() const;
144
146 void SetMaxMotorForce(float force);
147 float GetMaxMotorForce() const { return m_maxMotorForce; }
148
150 float GetMotorForce(float inv_dt) const;
151
153 void Dump() override;
154
156 void Draw(b2Draw* draw) const override;
157
158protected:
159 friend class b2Joint;
160 friend class b2GearJoint;
162
163 void InitVelocityConstraints(const b2SolverData& data) override;
164 void SolveVelocityConstraints(const b2SolverData& data) override;
165 bool SolvePositionConstraints(const b2SolverData& data) override;
166
167 b2Vec2 m_localAnchorA;
168 b2Vec2 m_localAnchorB;
169 b2Vec2 m_localXAxisA;
170 b2Vec2 m_localYAxisA;
171 float m_referenceAngle;
172 b2Vec2 m_impulse;
173 float m_motorImpulse;
174 float m_lowerImpulse;
175 float m_upperImpulse;
176 float m_lowerTranslation;
177 float m_upperTranslation;
178 float m_maxMotorForce;
179 float m_motorSpeed;
180 bool m_enableLimit;
181 bool m_enableMotor;
182
183 // Solver temp
184 int32 m_indexA;
185 int32 m_indexB;
186 b2Vec2 m_localCenterA;
187 b2Vec2 m_localCenterB;
188 float m_invMassA;
189 float m_invMassB;
190 float m_invIA;
191 float m_invIB;
192 b2Vec2 m_axis, m_perp;
193 float m_s1, m_s2;
194 float m_a1, m_a2;
195 b2Mat22 m_K;
196 float m_translation;
197 float m_axialMass;
198};
199
201{
202 return m_motorSpeed;
203}
204
205#endif
A rigid body. These are created via b2World::CreateBody.
Definition b2_body.h:129
Definition b2_draw.h:49
Definition b2_gear_joint.h:62
Definition b2_joint.h:110
Definition b2_prismatic_joint.h:92
bool IsMotorEnabled() const
Is the joint motor enabled?
float GetReactionTorque(float inv_dt) const override
Get the reaction torque on bodyB in N*m.
float GetMotorSpeed() const
Get the motor speed, usually in meters per second.
Definition b2_prismatic_joint.h:200
void SetLimits(float lower, float upper)
Set the joint limits, usually in meters.
b2Vec2 GetReactionForce(float inv_dt) const override
Get the reaction force on bodyB at the joint anchor in Newtons.
bool IsLimitEnabled() const
Is the joint limit enabled?
float GetReferenceAngle() const
Get the reference angle.
Definition b2_prismatic_joint.h:110
void Draw(b2Draw *draw) const override
Debug draw this joint.
void EnableMotor(bool flag)
Enable/disable the joint motor.
void EnableLimit(bool flag)
Enable/disable the joint limit.
float GetUpperLimit() const
Get the upper joint limit, usually in meters.
float GetMotorForce(float inv_dt) const
Get the current motor force given the inverse time step, usually in N.
b2Vec2 GetAnchorB() const override
Get the anchor point on bodyB in world coordinates.
void Dump() override
Dump to b2Log.
float GetJointSpeed() const
Get the current joint translation speed, usually in meters per second.
const b2Vec2 & GetLocalAnchorA() const
The local anchor point relative to bodyA's origin.
Definition b2_prismatic_joint.h:101
void SetMaxMotorForce(float force)
Set the maximum motor force, usually in N.
void SetMotorSpeed(float speed)
Set the motor speed, usually in meters per second.
float GetLowerLimit() const
Get the lower joint limit, usually in meters.
b2Vec2 GetAnchorA() const override
Get the anchor point on bodyA in world coordinates.
const b2Vec2 & GetLocalAnchorB() const
The local anchor point relative to bodyB's origin.
Definition b2_prismatic_joint.h:104
const b2Vec2 & GetLocalAxisA() const
The local joint axis relative to bodyA.
Definition b2_prismatic_joint.h:107
float GetJointTranslation() const
Get the current joint translation, usually in meters.
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
Definition b2_prismatic_joint.h:36
float lowerTranslation
The lower translation limit, usually in meters.
Definition b2_prismatic_joint.h:72
bool enableMotor
Enable/disable the joint motor.
Definition b2_prismatic_joint.h:78
float motorSpeed
The desired motor speed in radians per second.
Definition b2_prismatic_joint.h:84
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin.
Definition b2_prismatic_joint.h:60
float upperTranslation
The upper translation limit, usually in meters.
Definition b2_prismatic_joint.h:75
bool enableLimit
Enable/disable the joint limit.
Definition b2_prismatic_joint.h:69
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin.
Definition b2_prismatic_joint.h:57
float referenceAngle
The constrained angle between the bodies: bodyB_angle - bodyA_angle.
Definition b2_prismatic_joint.h:66
void Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis)
b2Vec2 localAxisA
The local translation unit axis in bodyA.
Definition b2_prismatic_joint.h:63
float maxMotorForce
The maximum motor torque, usually in N-m.
Definition b2_prismatic_joint.h:81
Solver Data.
Definition b2_time_step.h:68
A 2D column vector.
Definition b2_math.h:42