Automated formatting fix

This commit is contained in:
Bart van Strien
2011-11-16 11:32:41 +01:00
parent fafe472595
commit 0aae9684b3
262 changed files with 16705 additions and 16503 deletions
+96 -96
View File
@@ -1,96 +1,96 @@
/**
* Copyright (c) 2006-2011 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "MouseJoint.h"
// Module
#include "Body.h"
#include "World.h"
#include "Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
MouseJoint::MouseJoint(Body * body1, float x, float y)
: Joint(body1), joint(NULL)
{
b2MouseJointDef def;
def.bodyA = body1->world->getGroundBody();
def.bodyB = body1->body;
def.maxForce = 1000.0f * body1->body->GetMass();
def.target = Physics::scaleDown(b2Vec2(x,y));
joint = (b2MouseJoint*)createJoint(&def);
}
MouseJoint::~MouseJoint()
{
destroyJoint(joint);
joint = 0;
}
void MouseJoint::setTarget(float x, float y)
{
joint->SetTarget(Physics::scaleDown(b2Vec2(x, y)));
}
int MouseJoint::getTarget(lua_State * L)
{
lua_pushnumber(L, Physics::scaleUp(joint->GetTarget().x));
lua_pushnumber(L, Physics::scaleUp(joint->GetTarget().y));
return 2;
}
void MouseJoint::setMaxForce(float force)
{
joint->SetMaxForce(Physics::scaleDown(force));
}
float MouseJoint::getMaxForce() const
{
return Physics::scaleUp(joint->GetMaxForce());
}
void MouseJoint::setFrequency(float hz)
{
joint->SetFrequency(hz);
}
float MouseJoint::getFrequency() const
{
return joint->GetFrequency();
}
void MouseJoint::setDampingRatio(float d)
{
joint->SetDampingRatio(d);
}
float MouseJoint::getDampingRatio() const
{
return joint->GetDampingRatio();
}
} // box2d
} // physics
} // love
/**
* Copyright (c) 2006-2011 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "MouseJoint.h"
// Module
#include "Body.h"
#include "World.h"
#include "Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
MouseJoint::MouseJoint(Body * body1, float x, float y)
: Joint(body1), joint(NULL)
{
b2MouseJointDef def;
def.bodyA = body1->world->getGroundBody();
def.bodyB = body1->body;
def.maxForce = 1000.0f * body1->body->GetMass();
def.target = Physics::scaleDown(b2Vec2(x,y));
joint = (b2MouseJoint*)createJoint(&def);
}
MouseJoint::~MouseJoint()
{
destroyJoint(joint);
joint = 0;
}
void MouseJoint::setTarget(float x, float y)
{
joint->SetTarget(Physics::scaleDown(b2Vec2(x, y)));
}
int MouseJoint::getTarget(lua_State * L)
{
lua_pushnumber(L, Physics::scaleUp(joint->GetTarget().x));
lua_pushnumber(L, Physics::scaleUp(joint->GetTarget().y));
return 2;
}
void MouseJoint::setMaxForce(float force)
{
joint->SetMaxForce(Physics::scaleDown(force));
}
float MouseJoint::getMaxForce() const
{
return Physics::scaleUp(joint->GetMaxForce());
}
void MouseJoint::setFrequency(float hz)
{
joint->SetFrequency(hz);
}
float MouseJoint::getFrequency() const
{
return joint->GetFrequency();
}
void MouseJoint::setDampingRatio(float d)
{
joint->SetDampingRatio(d);
}
float MouseJoint::getDampingRatio() const
{
return joint->GetDampingRatio();
}
} // box2d
} // physics
} // love