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bounce/include/bounce/dynamics/joints/friction_joint.h

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/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 B3_FRICTION_JOINT_H
#define B3_FRICTION_JOINT_H
#include <bounce/dynamics/joints/joint.h>
struct b3FrictionJointDef : public b3JointDef
{
b3FrictionJointDef()
{
type = e_frictionJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
maxForce = scalar(0);
maxTorque = scalar(0);
}
// Initialize this definition from bodies and world anchor point.
void Initialize(b3Body* bodyA, b3Body* bodyB, const b3Vec3& anchor);
// The anchor point relative to body A's origin
b3Vec3 localAnchorA;
// The anchor point relative to body B's origin
b3Vec3 localAnchorB;
// The maximum friction force in N.
scalar maxForce;
// The maximum friction torque in N-m.
scalar maxTorque;
};
// Friction joint.
// This joint provides 3D linear and angular friction.
class b3FrictionJoint : public b3Joint
{
public:
// Get the anchor point on body A in world coordinates.
b3Vec3 GetAnchorA() const;
// Get the anchor point on body B in world coordinates.
b3Vec3 GetAnchorB() const;
// Get the local anchor point relative to body A's origin.
const b3Vec3& GetLocalAnchorA() const
{
return m_localAnchorA;
}
// Get the local anchor point relative to body B's origin.
const b3Vec3& GetLocalAnchorB() const
{
return m_localAnchorB;
}
// Set the maximum friction force in N.
void SetMaxForce(scalar force);
// Get the maximum friction force in N.
scalar GetMaxForce() const;
// Set the maximum friction torque in N*m.
void SetMaxTorque(scalar torque);
// Get the maximum friction torque in N*m.
scalar GetMaxTorque() const;
// Draw this joint.
void Draw() const;
private:
friend class b3Joint;
friend class b3JointManager;
friend class b3JointSolver;
b3FrictionJoint(const b3FrictionJointDef* def);
virtual void InitializeConstraints(const b3SolverData* data);
virtual void WarmStart(const b3SolverData* data);
virtual void SolveVelocityConstraints(const b3SolverData* data);
virtual bool SolvePositionConstraints(const b3SolverData* data);
// Solver shared
b3Vec3 m_localAnchorA;
b3Vec3 m_localAnchorB;
b3Vec3 m_linearImpulse;
b3Vec3 m_angularImpulse;
scalar m_maxForce;
scalar m_maxTorque;
// Solver temp
u32 m_indexA;
u32 m_indexB;
scalar m_mA;
scalar m_mB;
b3Mat33 m_iA;
b3Mat33 m_iB;
b3Vec3 m_rA;
b3Vec3 m_rB;
b3Mat33 m_linearMass;
b3Mat33 m_angularMass;
};
#endif