19 #ifndef B2_WHEEL_JOINT_H 20 #define B2_WHEEL_JOINT_H 97 float32 GetJointTranslation()
const;
103 bool IsMotorEnabled()
const;
106 void EnableMotor(
bool flag);
109 void SetMotorSpeed(
float32 speed);
115 void SetMaxMotorTorque(
float32 torque);
116 float32 GetMaxMotorTorque()
const;
122 void SetSpringFrequencyHz(
float32 hz);
123 float32 GetSpringFrequencyHz()
const;
126 void SetSpringDampingRatio(
float32 ratio);
127 float32 GetSpringDampingRatio()
const;
187 return m_maxMotorTorque;
197 return m_frequencyHz;
202 m_dampingRatio = ratio;
207 return m_dampingRatio;
virtual void SolveVelocityConstraints(const b2SolverData &data)=0
void SetSpringFrequencyHz(float32 hz)
Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring...
float32 GetSpringDampingRatio() const
Joint definitions are used to construct joints.
float32 GetMaxMotorTorque() const
const b2Vec2 & GetLocalAnchorB() const
The local anchor point relative to bodyB's origin.
void SetSpringDampingRatio(float32 ratio)
Set/Get the spring damping ratio.
void Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor, const b2Vec2 &axis)
void SetZero()
Set this vector to all zeros.
float32 frequencyHz
Suspension frequency, zero indicates no suspension.
A rigid body. These are created via b2World::CreateBody.
float32 motorSpeed
The desired motor speed in radians per second.
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin.
virtual void InitVelocityConstraints(const b2SolverData &data)=0
b2Vec2 localAxisA
The local translation axis in bodyA.
virtual bool SolvePositionConstraints(const b2SolverData &data)=0
bool enableMotor
Enable/disable the joint motor.
const b2Vec2 & GetLocalAnchorA() const
The local anchor point relative to bodyA's origin.
float32 GetMotorSpeed() const
Get the motor speed, usually in radians per second.
float32 maxMotorTorque
The maximum motor torque, usually in N-m.
const b2Vec2 & GetLocalAxisA() const
The local joint axis relative to bodyA.
b2JointType type
The joint type is set automatically for concrete joint types.
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin.
float32 GetSpringFrequencyHz() const
b2Body * bodyA
The first attached body.
void Set(float32 x_, float32 y_)
Set this vector to some specified coordinates.
b2Body * bodyB
The second attached body.
float32 dampingRatio
Suspension damping ratio, one indicates critical damping.