![]() System : Linux absol.cf 5.4.0-198-generic #218-Ubuntu SMP Fri Sep 27 20:18:53 UTC 2024 x86_64 User : www-data ( 33) PHP Version : 7.4.33 Disable Function : pcntl_alarm,pcntl_fork,pcntl_waitpid,pcntl_wait,pcntl_wifexited,pcntl_wifstopped,pcntl_wifsignaled,pcntl_wifcontinued,pcntl_wexitstatus,pcntl_wtermsig,pcntl_wstopsig,pcntl_signal,pcntl_signal_get_handler,pcntl_signal_dispatch,pcntl_get_last_error,pcntl_strerror,pcntl_sigprocmask,pcntl_sigwaitinfo,pcntl_sigtimedwait,pcntl_exec,pcntl_getpriority,pcntl_setpriority,pcntl_async_signals,pcntl_unshare, Directory : /usr/share/emscripten/tests/box2d/Box2D/Dynamics/Joints/ |
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/* * Copyright (c) 2006-2007 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_FRICTION_JOINT_H #define B2_FRICTION_JOINT_H #include <Box2D/Dynamics/Joints/b2Joint.h> /// Friction joint definition. // emscripten - b2FrictionJointDef: add functions to set/get base class members struct b2FrictionJointDef : public b2JointDef { b2FrictionJointDef() { type = e_frictionJoint; localAnchorA.SetZero(); localAnchorB.SetZero(); maxForce = 0.0f; maxTorque = 0.0f; } /// Initialize the bodies, anchors, axis, and reference angle using the world /// anchor and world axis. void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor); /// The local anchor point relative to bodyA's origin. b2Vec2 localAnchorA; /// The local anchor point relative to bodyB's origin. b2Vec2 localAnchorB; /// The maximum friction force in N. float32 maxForce; /// The maximum friction torque in N-m. float32 maxTorque; // to generate javascript bindings void set_bodyA(b2Body* b) { bodyA = b; } void set_bodyB(b2Body* b) { bodyB = b; } void set_collideConnected(bool b) { collideConnected = b; } b2Body* get_bodyA(b2Body* b) { return bodyA; } b2Body* get_bodyB(b2Body* b) { return bodyB; } bool get_collideConnected(bool b) { return collideConnected; } }; /// Friction joint. This is used for top-down friction. /// It provides 2D translational friction and angular friction. // emscripten - b2FrictionJoint: make constructor public class b2FrictionJoint : public b2Joint { public: 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; } /// Set the maximum friction force in N. void SetMaxForce(float32 force); /// Get the maximum friction force in N. float32 GetMaxForce() const; /// Set the maximum friction torque in N*m. void SetMaxTorque(float32 torque); /// Get the maximum friction torque in N*m. float32 GetMaxTorque() const; /// Dump joint to dmLog void Dump(); b2FrictionJoint(const b2FrictionJointDef* def); protected: friend class b2Joint; void InitVelocityConstraints(const b2SolverData& data); void SolveVelocityConstraints(const b2SolverData& data); bool SolvePositionConstraints(const b2SolverData& data); b2Vec2 m_localAnchorA; b2Vec2 m_localAnchorB; // Solver shared b2Vec2 m_linearImpulse; float32 m_angularImpulse; float32 m_maxForce; float32 m_maxTorque; // Solver temp int32 m_indexA; int32 m_indexB; b2Vec2 m_rA; b2Vec2 m_rB; b2Vec2 m_localCenterA; b2Vec2 m_localCenterB; float32 m_invMassA; float32 m_invMassB; float32 m_invIA; float32 m_invIB; b2Mat22 m_linearMass; float32 m_angularMass; }; #endif