Box2D  2.4.1
A 2D physics engine for games
b2_friction_joint.h
1 // MIT License
2 
3 // Copyright (c) 2019 Erin Catto
4 
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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 
30 struct 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 
60 class B2_API b2FrictionJoint : public b2Joint
61 {
62 public:
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 
90 protected:
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
b2Vec2
A 2D column vector.
Definition: b2_math.h:41
b2FrictionJoint
Definition: b2_friction_joint.h:60
b2Body
A rigid body. These are created via b2World::CreateBody.
Definition: b2_body.h:128
b2FrictionJointDef::maxTorque
float maxTorque
The maximum friction torque in N-m.
Definition: b2_friction_joint.h:55
b2FrictionJointDef::localAnchorA
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin.
Definition: b2_friction_joint.h:46
b2Joint::GetReactionForce
virtual b2Vec2 GetReactionForce(float inv_dt) const =0
Get the reaction force on bodyB at the joint anchor in Newtons.
b2Joint::GetAnchorA
virtual b2Vec2 GetAnchorA() const =0
Get the anchor point on bodyA in world coordinates.
b2JointDef
Joint definitions are used to construct joints.
Definition: b2_joint.h:72
b2FrictionJointDef::maxForce
float maxForce
The maximum friction force in N.
Definition: b2_friction_joint.h:52
b2Joint::Dump
virtual void Dump()
Dump this joint to the log file.
Definition: b2_joint.h:151
b2FrictionJoint::GetLocalAnchorA
const b2Vec2 & GetLocalAnchorA() const
The local anchor point relative to bodyA's origin.
Definition: b2_friction_joint.h:70
b2FrictionJointDef::localAnchorB
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin.
Definition: b2_friction_joint.h:49
b2Mat22
A 2-by-2 matrix. Stored in column-major order.
Definition: b2_math.h:171
b2SolverData
Solver Data.
Definition: b2_time_step.h:67
b2Joint::GetAnchorB
virtual b2Vec2 GetAnchorB() const =0
Get the anchor point on bodyB in world coordinates.
b2Joint
Definition: b2_joint.h:110
b2Joint::GetReactionTorque
virtual float GetReactionTorque(float inv_dt) const =0
Get the reaction torque on bodyB in N*m.
b2FrictionJointDef
Friction joint definition.
Definition: b2_friction_joint.h:30
b2FrictionJoint::GetLocalAnchorB
const b2Vec2 & GetLocalAnchorB() const
The local anchor point relative to bodyB's origin.
Definition: b2_friction_joint.h:73