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@box2d/debug-draw

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Debug drawing helper for @box2d

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import { b2Draw } from "../common/b2_draw"; import { b2Vec2, b2Mat22, XY } from "../common/b2_math"; import { b2Readonly } from "../common/b2_readonly"; import { b2Body } from "./b2_body"; import { b2Joint, b2JointDef, b2IJointDef } from "./b2_joint"; import { b2SolverData } from "./b2_time_step"; export interface b2IPrismaticJointDef extends b2IJointDef { localAnchorA?: XY; localAnchorB?: XY; localAxisA?: XY; referenceAngle?: number; enableLimit?: boolean; lowerTranslation?: number; upperTranslation?: number; enableMotor?: boolean; maxMotorForce?: number; motorSpeed?: number; } /** * Prismatic joint definition. This requires defining a line of * motion using an axis and an anchor point. The definition uses local * anchor points and a local axis so that the initial configuration * can violate the constraint slightly. The joint translation is zero * when the local anchor points coincide in world space. Using local * anchors and a local axis helps when saving and loading a game. */ export declare class b2PrismaticJointDef extends b2JointDef implements b2IPrismaticJointDef { /** The local anchor point relative to bodyA's origin. */ readonly localAnchorA: b2Vec2; /** The local anchor point relative to bodyB's origin. */ readonly localAnchorB: b2Vec2; /** The local translation unit axis in bodyA. */ readonly localAxisA: b2Vec2; /** The constrained angle between the bodies: bodyB_angle - bodyA_angle. */ referenceAngle: number; /** Enable/disable the joint limit. */ enableLimit: boolean; /** The lower translation limit, usually in meters. */ lowerTranslation: number; /** The upper translation limit, usually in meters. */ upperTranslation: number; /** Enable/disable the joint motor. */ enableMotor: boolean; /** The maximum motor torque, usually in N-m. */ maxMotorForce: number; /** The desired motor speed in radians per second. */ motorSpeed: number; constructor(); /** * Initialize the bodies, anchors, axis, and reference angle using the world * anchor and unit world axis. */ Initialize(bA: b2Body, bB: b2Body, anchor: XY, axis: XY): void; } /** * A prismatic joint. This joint provides one degree of freedom: translation * along an axis fixed in bodyA. Relative rotation is prevented. You can * use a joint limit to restrict the range of motion and a joint motor to * drive the motion or to model joint friction. */ export declare class b2PrismaticJoint extends b2Joint { /** @internal protected */ readonly m_localAnchorA: b2Vec2; /** @internal protected */ readonly m_localAnchorB: b2Vec2; /** @internal protected */ readonly m_localXAxisA: b2Vec2; protected readonly m_localYAxisA: b2Vec2; /** @internal protected */ m_referenceAngle: number; protected readonly m_impulse: b2Vec2; protected m_motorImpulse: number; protected m_lowerImpulse: number; protected m_upperImpulse: number; protected m_lowerTranslation: number; protected m_upperTranslation: number; protected m_maxMotorForce: number; protected m_motorSpeed: number; protected m_enableLimit: boolean; protected m_enableMotor: boolean; protected m_indexA: number; protected m_indexB: number; protected readonly m_localCenterA: b2Vec2; protected readonly m_localCenterB: b2Vec2; protected m_invMassA: number; protected m_invMassB: number; protected m_invIA: number; protected m_invIB: number; protected readonly m_axis: b2Vec2; protected readonly m_perp: b2Vec2; protected m_s1: number; protected m_s2: number; protected m_a1: number; protected m_a2: number; protected readonly m_K: b2Mat22; protected m_translation: number; protected m_axialMass: number; /** @internal protected */ constructor(def: b2IPrismaticJointDef); /** @internal protected */ InitVelocityConstraints(data: b2SolverData): void; /** @internal protected */ SolveVelocityConstraints(data: b2SolverData): void; /** * A velocity based solver computes reaction forces(impulses) using the velocity constraint solver.Under this context, * the position solver is not there to resolve forces.It is only there to cope with integration error. * * Therefore, the pseudo impulses in the position solver do not have any physical meaning.Thus it is okay if they suck. * * We could take the active state from the velocity solver.However, the joint might push past the limit when the velocity * solver indicates the limit is inactive. * * @internal protected */ SolvePositionConstraints(data: b2SolverData): boolean; GetAnchorA<T extends XY>(out: T): T; GetAnchorB<T extends XY>(out: T): T; GetReactionForce<T extends XY>(inv_dt: number, out: T): T; GetReactionTorque(inv_dt: number): number; /** The local anchor point relative to bodyA's origin. */ GetLocalAnchorA(): b2Readonly<b2Vec2>; /** The local anchor point relative to bodyB's origin. */ GetLocalAnchorB(): b2Readonly<b2Vec2>; /** The local joint axis relative to bodyA. */ GetLocalAxisA(): b2Readonly<b2Vec2>; /** Get the reference angle. */ GetReferenceAngle(): number; /** Get the current joint translation, usually in meters. */ GetJointTranslation(): number; /** Get the current joint translation speed, usually in meters per second. */ GetJointSpeed(): number; /** Is the joint limit enabled? */ IsLimitEnabled(): boolean; /** Enable/disable the joint limit. */ EnableLimit(flag: boolean): boolean; /** Get the lower joint limit, usually in meters. */ GetLowerLimit(): number; /** Get the upper joint limit, usually in meters. */ GetUpperLimit(): number; /** Set the joint limits, usually in meters. */ SetLimits(lower: number, upper: number): void; /** Is the joint motor enabled? */ IsMotorEnabled(): boolean; /** Enable/disable the joint motor. */ EnableMotor(flag: boolean): boolean; /** Set the motor speed, usually in meters per second. */ SetMotorSpeed(speed: number): number; /** Get the motor speed, usually in meters per second. */ GetMotorSpeed(): number; /** Set the maximum motor force, usually in N. */ SetMaxMotorForce(force: number): void; /** Get the maximum motor force, usually in N. */ GetMaxMotorForce(): number; /** Get the current motor force given the inverse time step, usually in N. */ GetMotorForce(inv_dt: number): number; Draw(draw: b2Draw): void; } //# sourceMappingURL=b2_prismatic_joint.d.ts.map