@box2d/debug-draw
Version:
Debug drawing helper for @box2d
150 lines • 6.1 kB
TypeScript
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 b2IRevoluteJointDef extends b2IJointDef {
localAnchorA?: XY;
localAnchorB?: XY;
referenceAngle?: number;
enableLimit?: boolean;
lowerAngle?: number;
upperAngle?: number;
enableMotor?: boolean;
motorSpeed?: number;
maxMotorTorque?: number;
}
/**
* Revolute joint definition. This requires defining an anchor point where the
* bodies are joined. The definition uses local anchor points so that the
* initial configuration can violate the constraint slightly. You also need to
* specify the initial relative angle for joint limits. This helps when saving
* and loading a game.
* The local anchor points are measured from the body's origin
* rather than the center of mass because:
* 1. you might not know where the center of mass will be.
* 2. if you add/remove shapes from a body and recompute the mass,
* the joints will be broken.
*/
export declare class b2RevoluteJointDef extends b2JointDef implements b2IRevoluteJointDef {
/** 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 bodyB angle minus bodyA angle in the reference state (radians). */
referenceAngle: number;
/** A flag to enable joint limits. */
enableLimit: boolean;
/** The lower angle for the joint limit (radians). */
lowerAngle: number;
/** The upper angle for the joint limit (radians). */
upperAngle: number;
/** A flag to enable the joint motor. */
enableMotor: boolean;
/** The desired motor speed. Usually in radians per second. */
motorSpeed: number;
/**
* The maximum motor torque used to achieve the desired motor speed.
* Usually in N-m.
*/
maxMotorTorque: number;
constructor();
/** Initialize the bodies, anchors, and reference angle using a world anchor point. */
Initialize(bA: b2Body, bB: b2Body, anchor: XY): void;
}
/**
* A revolute joint constrains two bodies to share a common point while they
* are free to rotate about the point. The relative rotation about the shared
* point is the joint angle. You can limit the relative rotation with
* a joint limit that specifies a lower and upper angle. You can use a motor
* to drive the relative rotation about the shared point. A maximum motor torque
* is provided so that infinite forces are not generated.
*/
export declare class b2RevoluteJoint extends b2Joint {
/** @internal protected */
readonly m_localAnchorA: b2Vec2;
/** @internal protected */
readonly m_localAnchorB: b2Vec2;
protected readonly m_impulse: b2Vec2;
protected m_motorImpulse: number;
protected m_lowerImpulse: number;
protected m_upperImpulse: number;
protected m_enableMotor: boolean;
protected m_maxMotorTorque: number;
protected m_motorSpeed: number;
protected m_enableLimit: boolean;
/** @internal protected */
m_referenceAngle: number;
protected m_lowerAngle: number;
protected m_upperAngle: number;
protected m_indexA: number;
protected m_indexB: number;
protected readonly m_rA: b2Vec2;
protected readonly m_rB: b2Vec2;
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_K: b2Mat22;
protected m_angle: number;
protected m_axialMass: number;
/** @internal protected */
constructor(def: b2IRevoluteJointDef);
InitVelocityConstraints(data: b2SolverData): void;
SolveVelocityConstraints(data: b2SolverData): void;
SolvePositionConstraints(data: b2SolverData): boolean;
GetAnchorA<T extends XY>(out: T): T;
GetAnchorB<T extends XY>(out: T): T;
/**
* Get the reaction force given the inverse time step.
* Unit is N.
*/
GetReactionForce<T extends XY>(inv_dt: number, out: T): T;
/**
* Get the reaction torque due to the joint limit given the inverse time step.
* Unit is N*m.
*/
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>;
/** Get the reference angle. */
GetReferenceAngle(): number;
/** Get the current joint angle in radians. */
GetJointAngle(): number;
/** Get the current joint angle speed in radians per second. */
GetJointSpeed(): number;
/** Is the joint motor enabled? */
IsMotorEnabled(): boolean;
/** Enable/disable the joint motor. */
EnableMotor(flag: boolean): boolean;
/**
* Get the current motor torque given the inverse time step.
* Unit is N*m.
*/
GetMotorTorque(inv_dt: number): number;
/** Get the motor speed in radians per second. */
GetMotorSpeed(): number;
/** Set the maximum motor torque, usually in N-m. */
SetMaxMotorTorque(torque: number): void;
/** Get the maximum motor torque, usually in N-m. */
GetMaxMotorTorque(): number;
/** Is the joint limit enabled? */
IsLimitEnabled(): boolean;
/** Enable/disable the joint limit. */
EnableLimit(flag: boolean): boolean;
/** Get the lower joint limit in radians. */
GetLowerLimit(): number;
/** Get the upper joint limit in radians. */
GetUpperLimit(): number;
/** Set the joint limits in radians. */
SetLimits(lower: number, upper: number): void;
/** Set the motor speed in radians per second. */
SetMotorSpeed(speed: number): number;
Draw(draw: b2Draw): void;
}
//# sourceMappingURL=b2_revolute_joint.d.ts.map