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							- /*
 - * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
 - *
 - * This software is provided 'as-is', without any express or implied
 - * warranty.  In no event will the authors be held liable for any damages
 - * arising from the use of this software.
 - * Permission is granted to anyone to use this software for any purpose,
 - * including commercial applications, and to alter it and redistribute it
 - * freely, subject to the following restrictions:
 - * 1. The origin of this software must not be misrepresented; you must not
 - * claim that you wrote the original software. If you use this software
 - * in a product, an acknowledgment in the product documentation would be
 - * appreciated but is not required.
 - * 2. Altered source versions must be plainly marked as such, and must not be
 - * misrepresented as being the original software.
 - * 3. This notice may not be removed or altered from any source distribution.
 - */
 - 
 - #ifndef B2_WHEEL_JOINT_H
 - #define B2_WHEEL_JOINT_H
 - 
 - #include "b2Joint.h"
 - 
 - /// Wheel joint definition. This requires defining a line of
 - /// motion using an axis and an anchor point. The definition uses local
 - /// anchor points and a local axis so that the initial configuration
 - /// can violate the constraint slightly. The joint translation is zero
 - /// when the local anchor points coincide in world space. Using local
 - /// anchors and a local axis helps when saving and loading a game.
 - struct b2WheelJointDef : public b2JointDef
 - {
 - 	b2WheelJointDef()
 - 	{
 - 		type = e_wheelJoint;
 - 		localAnchorA.SetZero();
 - 		localAnchorB.SetZero();
 - 		localAxisA.Set(1.0f, 0.0f);
 - 		enableMotor = false;
 - 		maxMotorTorque = 0.0f;
 - 		motorSpeed = 0.0f;
 - 		frequencyHz = 2.0f;
 - 		dampingRatio = 0.7f;
 - 	}
 - 
 - 	/// Initialize the bodies, anchors, axis, and reference angle using the world
 - 	/// anchor and world axis.
 - 	void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
 - 
 - 	/// The local anchor point relative to bodyA's origin.
 - 	b2Vec2 localAnchorA;
 - 
 - 	/// The local anchor point relative to bodyB's origin.
 - 	b2Vec2 localAnchorB;
 - 
 - 	/// The local translation axis in bodyA.
 - 	b2Vec2 localAxisA;
 - 
 - 	/// Enable/disable the joint motor.
 - 	bool enableMotor;
 - 
 - 	/// The maximum motor torque, usually in N-m.
 - 	float32 maxMotorTorque;
 - 
 - 	/// The desired motor speed in radians per second.
 - 	float32 motorSpeed;
 - 
 - 	/// Suspension frequency, zero indicates no suspension
 - 	float32 frequencyHz;
 - 
 - 	/// Suspension damping ratio, one indicates critical damping
 - 	float32 dampingRatio;
 - };
 - 
 - /// A wheel joint. This joint provides two degrees of freedom: translation
 - /// along an axis fixed in bodyA and rotation in the plane. You can use a
 - /// joint limit to restrict the range of motion and a joint motor to drive
 - /// the rotation or to model rotational friction.
 - /// This joint is designed for vehicle suspensions.
 - class b2WheelJoint : public b2Joint
 - {
 - public:
 - 	void GetDefinition(b2WheelJointDef* def) const;
 - 
 - 	b2Vec2 GetAnchorA() const;
 - 	b2Vec2 GetAnchorB() const;
 - 
 - 	b2Vec2 GetReactionForce(float32 inv_dt) const;
 - 	float32 GetReactionTorque(float32 inv_dt) const;
 - 
 - 	/// The local anchor point relative to bodyA's origin.
 - 	const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
 - 
 - 	/// The local anchor point relative to bodyB's origin.
 - 	const b2Vec2& GetLocalAnchorB() const  { return m_localAnchorB; }
 - 
 - 	/// The local joint axis relative to bodyA.
 - 	const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
 - 
 - 	/// Get the current joint translation, usually in meters.
 - 	float32 GetJointTranslation() const;
 - 
 - 	/// Get the current joint translation speed, usually in meters per second.
 - 	float32 GetJointSpeed() const;
 - 
 - 	/// Is the joint motor enabled?
 - 	bool IsMotorEnabled() const;
 - 
 - 	/// Enable/disable the joint motor.
 - 	void EnableMotor(bool flag);
 - 
 - 	/// Set the motor speed, usually in radians per second.
 - 	void SetMotorSpeed(float32 speed);
 - 
 - 	/// Get the motor speed, usually in radians per second.
 - 	float32 GetMotorSpeed() const;
 - 
 - 	/// Set/Get the maximum motor force, usually in N-m.
 - 	void SetMaxMotorTorque(float32 torque);
 - 	float32 GetMaxMotorTorque() const;
 - 
 - 	/// Get the current motor torque given the inverse time step, usually in N-m.
 - 	float32 GetMotorTorque(float32 inv_dt) const;
 - 
 - 	/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
 - 	void SetSpringFrequencyHz(float32 hz);
 - 	float32 GetSpringFrequencyHz() const;
 - 
 - 	/// Set/Get the spring damping ratio
 - 	void SetSpringDampingRatio(float32 ratio);
 - 	float32 GetSpringDampingRatio() const;
 - 
 - 	/// Dump to b2Log
 - 	void Dump();
 - 
 - protected:
 - 
 - 	friend class b2Joint;
 - 	b2WheelJoint(const b2WheelJointDef* def);
 - 
 - 	void InitVelocityConstraints(const b2SolverData& data);
 - 	void SolveVelocityConstraints(const b2SolverData& data);
 - 	bool SolvePositionConstraints(const b2SolverData& data);
 - 
 - 	float32 m_frequencyHz;
 - 	float32 m_dampingRatio;
 - 
 - 	// Solver shared
 - 	b2Vec2 m_localAnchorA;
 - 	b2Vec2 m_localAnchorB;
 - 	b2Vec2 m_localXAxisA;
 - 	b2Vec2 m_localYAxisA;
 - 
 - 	float32 m_impulse;
 - 	float32 m_motorImpulse;
 - 	float32 m_springImpulse;
 - 
 - 	float32 m_maxMotorTorque;
 - 	float32 m_motorSpeed;
 - 	bool m_enableMotor;
 - 
 - 	// Solver temp
 - 	int32 m_indexA;
 - 	int32 m_indexB;
 - 	b2Vec2 m_localCenterA;
 - 	b2Vec2 m_localCenterB;
 - 	float32 m_invMassA;
 - 	float32 m_invMassB;
 - 	float32 m_invIA;
 - 	float32 m_invIB;
 - 
 - 	b2Vec2 m_ax, m_ay;
 - 	float32 m_sAx, m_sBx;
 - 	float32 m_sAy, m_sBy;
 - 
 - 	float32 m_mass;
 - 	float32 m_motorMass;
 - 	float32 m_springMass;
 - 
 - 	float32 m_bias;
 - 	float32 m_gamma;
 - };
 - 
 - inline float32 b2WheelJoint::GetMotorSpeed() const
 - {
 - 	return m_motorSpeed;
 - }
 - 
 - inline float32 b2WheelJoint::GetMaxMotorTorque() const
 - {
 - 	return m_maxMotorTorque;
 - }
 - 
 - inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
 - {
 - 	m_frequencyHz = hz;
 - }
 - 
 - inline float32 b2WheelJoint::GetSpringFrequencyHz() const
 - {
 - 	return m_frequencyHz;
 - }
 - 
 - inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
 - {
 - 	m_dampingRatio = ratio;
 - }
 - 
 - inline float32 b2WheelJoint::GetSpringDampingRatio() const
 - {
 - 	return m_dampingRatio;
 - }
 - 
 - #endif
 
 
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