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cocos2d-x节点(b2FrictionJoint.h)API
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//摩擦joints(接头)的定义.可以设置最大摩擦力,最大力矩
///cocos2d-x-3.0alpha0/external/Box2D/Dynamics/Joints
//摩擦joints(接头)的定义.可以设置最大摩擦力,最大力矩
#ifndef B2_FRICTION_JOINT_H
#define B2_FRICTION_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// 摩擦joints(接头)的定义.
struct b2FrictionJointDef : public b2JointDef
{
b2FrictionJointDef()
{
type = e_frictionJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
maxForce = 0.0f;
maxTorque = 0.0f;
}
/// 初始化 bodies, anchors(锚点), axis(轴), and reference angle using the world
/// anchor(锚点) and world axis(轴).
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// 本地锚点相对 bodyA's 原点.
b2Vec2 localAnchorA;
/// 本地锚点相对 bodyB's 原点.
b2Vec2 localAnchorB;
/// 最大摩擦力,单位是 N.
float32 maxForce;
/// 最大摩擦力矩,单位是 N-m.
float32 maxTorque;
};
/// 摩擦 joints(接头). 这是 top-down 摩擦.
/// 它提供了二维平移摩擦和摩擦角
class b2FrictionJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// 本地锚点相对 bodyA's 原点.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
///本地锚点相对 bodyB's 原点.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set 最大的摩擦力单位是 N.
void SetMaxForce(float32 force);
/// 获取最大的摩擦力单位是 N.
float32 GetMaxForce() const;
/// Set 最大摩擦力矩,单位是 N*m.
void SetMaxTorque(float32 torque);
/// Get 最大摩擦力矩,单位是 N*m.
float32 GetMaxTorque() const;
/// 把 joints(接头)的阻尼输出到 dmLog
void Dump();
protected:
friend class b2Joint;
b2FrictionJoint(const b2FrictionJointDef* def);
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