Box2D  2.3.0
A 2D Physics Engine for Games
b2PrismaticJoint.h
1 /*
2 * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty. In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 * Permission is granted to anyone to use this software for any purpose,
8 * including commercial applications, and to alter it and redistribute it
9 * freely, subject to the following restrictions:
10 * 1. The origin of this software must not be misrepresented; you must not
11 * claim that you wrote the original software. If you use this software
12 * in a product, an acknowledgment in the product documentation would be
13 * appreciated but is not required.
14 * 2. Altered source versions must be plainly marked as such, and must not be
15 * misrepresented as being the original software.
16 * 3. This notice may not be removed or altered from any source distribution.
17 */
18 
19 #ifndef B2_PRISMATIC_JOINT_H
20 #define B2_PRISMATIC_JOINT_H
21 
22 #include <Box2D/Dynamics/Joints/b2Joint.h>
23 
31 {
33  {
34  type = e_prismaticJoint;
37  localAxisA.Set(1.0f, 0.0f);
38  referenceAngle = 0.0f;
39  enableLimit = false;
40  lowerTranslation = 0.0f;
41  upperTranslation = 0.0f;
42  enableMotor = false;
43  maxMotorForce = 0.0f;
44  motorSpeed = 0.0f;
45  }
46 
49  void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
50 
53 
56 
59 
61  float32 referenceAngle;
62 
65 
68 
71 
74 
76  float32 maxMotorForce;
77 
79  float32 motorSpeed;
80 };
81 
86 class b2PrismaticJoint : public b2Joint
87 {
88 public:
89  b2Vec2 GetAnchorA() const;
90  b2Vec2 GetAnchorB() const;
91 
92  b2Vec2 GetReactionForce(float32 inv_dt) const;
93  float32 GetReactionTorque(float32 inv_dt) const;
94 
96  const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
97 
99  const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
100 
102  const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
103 
105  float32 GetReferenceAngle() const { return m_referenceAngle; }
106 
108  float32 GetJointTranslation() const;
109 
111  float32 GetJointSpeed() const;
112 
114  bool IsLimitEnabled() const;
115 
117  void EnableLimit(bool flag);
118 
120  float32 GetLowerLimit() const;
121 
123  float32 GetUpperLimit() const;
124 
126  void SetLimits(float32 lower, float32 upper);
127 
129  bool IsMotorEnabled() const;
130 
132  void EnableMotor(bool flag);
133 
135  void SetMotorSpeed(float32 speed);
136 
138  float32 GetMotorSpeed() const;
139 
141  void SetMaxMotorForce(float32 force);
142  float32 GetMaxMotorForce() const { return m_maxMotorForce; }
143 
145  float32 GetMotorForce(float32 inv_dt) const;
146 
148  void Dump();
149 
150 protected:
151  friend class b2Joint;
152  friend class b2GearJoint;
154 
155  void InitVelocityConstraints(const b2SolverData& data);
156  void SolveVelocityConstraints(const b2SolverData& data);
157  bool SolvePositionConstraints(const b2SolverData& data);
158 
159  // Solver shared
160  b2Vec2 m_localAnchorA;
161  b2Vec2 m_localAnchorB;
162  b2Vec2 m_localXAxisA;
163  b2Vec2 m_localYAxisA;
164  float32 m_referenceAngle;
165  b2Vec3 m_impulse;
166  float32 m_motorImpulse;
167  float32 m_lowerTranslation;
168  float32 m_upperTranslation;
169  float32 m_maxMotorForce;
170  float32 m_motorSpeed;
171  bool m_enableLimit;
172  bool m_enableMotor;
173  b2LimitState m_limitState;
174 
175  // Solver temp
176  int32 m_indexA;
177  int32 m_indexB;
178  b2Vec2 m_localCenterA;
179  b2Vec2 m_localCenterB;
180  float32 m_invMassA;
181  float32 m_invMassB;
182  float32 m_invIA;
183  float32 m_invIB;
184  b2Vec2 m_axis, m_perp;
185  float32 m_s1, m_s2;
186  float32 m_a1, m_a2;
187  b2Mat33 m_K;
188  float32 m_motorMass;
189 };
190 
191 inline float32 b2PrismaticJoint::GetMotorSpeed() const
192 {
193  return m_motorSpeed;
194 }
195 
196 #endif