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Rename Box2D folder to box2d
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#ifndef B2_WHEEL_JOINT_H
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#define B2_WHEEL_JOINT_H
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#include "b2_joint.h"
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/// Wheel joint definition. This requires defining a line of
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/// motion using an axis and an anchor point. The definition uses local
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/// anchor points and a local axis so that the initial configuration
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/// can violate the constraint slightly. The joint translation is zero
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/// when the local anchor points coincide in world space. Using local
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/// anchors and a local axis helps when saving and loading a game.
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struct b2WheelJointDef : public b2JointDef
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{
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b2WheelJointDef()
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{
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type = e_wheelJoint;
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localAnchorA.SetZero();
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localAnchorB.SetZero();
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localAxisA.Set(1.0f, 0.0f);
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enableLimit = false;
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lowerTranslation = 0.0f;
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upperTranslation = 0.0f;
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enableMotor = false;
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maxMotorTorque = 0.0f;
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motorSpeed = 0.0f;
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stiffness = 0.0f;
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damping = 0.0f;
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}
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/// Initialize the bodies, anchors, axis, and reference angle using the world
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/// anchor and world axis.
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void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
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/// The local anchor point relative to bodyA's origin.
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b2Vec2 localAnchorA;
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/// The local anchor point relative to bodyB's origin.
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b2Vec2 localAnchorB;
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/// The local translation axis in bodyA.
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b2Vec2 localAxisA;
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/// Enable/disable the joint limit.
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bool enableLimit;
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/// The lower translation limit, usually in meters.
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float lowerTranslation;
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/// The upper translation limit, usually in meters.
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float upperTranslation;
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/// Enable/disable the joint motor.
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bool enableMotor;
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/// The maximum motor torque, usually in N-m.
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float maxMotorTorque;
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/// The desired motor speed in radians per second.
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float motorSpeed;
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/// Suspension stiffness. Typically in units N/m.
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float stiffness;
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/// Suspension damping. Typically in units of N*s/m.
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float damping;
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};
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/// A wheel joint. This joint provides two degrees of freedom: translation
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/// along an axis fixed in bodyA and rotation in the plane. In other words, it is a point to
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/// line constraint with a rotational motor and a linear spring/damper. The spring/damper is
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/// initialized upon creation. This joint is designed for vehicle suspensions.
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class b2WheelJoint : public b2Joint
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{
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public:
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b2Vec2 GetAnchorA() const override;
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b2Vec2 GetAnchorB() const override;
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b2Vec2 GetReactionForce(float inv_dt) const override;
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float GetReactionTorque(float inv_dt) const override;
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/// The local anchor point relative to bodyA's origin.
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const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
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/// The local anchor point relative to bodyB's origin.
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const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
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/// The local joint axis relative to bodyA.
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const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
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/// Get the current joint translation, usually in meters.
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float GetJointTranslation() const;
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/// Get the current joint linear speed, usually in meters per second.
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float GetJointLinearSpeed() const;
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/// Get the current joint angle in radians.
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float GetJointAngle() const;
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/// Get the current joint angular speed in radians per second.
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float GetJointAngularSpeed() const;
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/// Is the joint limit enabled?
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bool IsLimitEnabled() const;
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/// Enable/disable the joint translation limit.
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void EnableLimit(bool flag);
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/// Get the lower joint translation limit, usually in meters.
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float GetLowerLimit() const;
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/// Get the upper joint translation limit, usually in meters.
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float GetUpperLimit() const;
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/// Set the joint translation limits, usually in meters.
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void SetLimits(float lower, float upper);
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/// Is the joint motor enabled?
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bool IsMotorEnabled() const;
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/// Enable/disable the joint motor.
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void EnableMotor(bool flag);
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/// Set the motor speed, usually in radians per second.
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void SetMotorSpeed(float speed);
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/// Get the motor speed, usually in radians per second.
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float GetMotorSpeed() const;
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/// Set/Get the maximum motor force, usually in N-m.
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void SetMaxMotorTorque(float torque);
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float GetMaxMotorTorque() const;
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/// Get the current motor torque given the inverse time step, usually in N-m.
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float GetMotorTorque(float inv_dt) const;
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/// Access spring stiffness
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void SetStiffness(float stiffness);
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float GetStiffness() const;
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/// Access damping
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void SetDamping(float damping);
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float GetDamping() const;
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/// Dump to b2Log
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void Dump() override;
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///
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void Draw(b2Draw* draw) const override;
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protected:
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friend class b2Joint;
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b2WheelJoint(const b2WheelJointDef* def);
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void InitVelocityConstraints(const b2SolverData& data) override;
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void SolveVelocityConstraints(const b2SolverData& data) override;
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bool SolvePositionConstraints(const b2SolverData& data) override;
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b2Vec2 m_localAnchorA;
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b2Vec2 m_localAnchorB;
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b2Vec2 m_localXAxisA;
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b2Vec2 m_localYAxisA;
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float m_impulse;
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float m_motorImpulse;
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float m_springImpulse;
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float m_lowerImpulse;
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float m_upperImpulse;
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float m_translation;
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float m_lowerTranslation;
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float m_upperTranslation;
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float m_maxMotorTorque;
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float m_motorSpeed;
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bool m_enableLimit;
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bool m_enableMotor;
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float m_stiffness;
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float m_damping;
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// Solver temp
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int32 m_indexA;
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int32 m_indexB;
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b2Vec2 m_localCenterA;
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b2Vec2 m_localCenterB;
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float m_invMassA;
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float m_invMassB;
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float m_invIA;
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float m_invIB;
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b2Vec2 m_ax, m_ay;
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float m_sAx, m_sBx;
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float m_sAy, m_sBy;
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float m_mass;
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float m_motorMass;
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float m_axialMass;
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float m_springMass;
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float m_bias;
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float m_gamma;
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};
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inline float b2WheelJoint::GetMotorSpeed() const
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{
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return m_motorSpeed;
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}
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inline float b2WheelJoint::GetMaxMotorTorque() const
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{
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return m_maxMotorTorque;
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}
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#endif
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