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
+144 -144
View File
@@ -1,144 +1,144 @@
/**
* 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 "PrismaticJoint.h"
// Module
#include "Body.h"
#include "World.h"
#include "Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2PrismaticJointDef def;
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)), b2Vec2(ax,ay));
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.lowerTranslation = 0.0f;
def.upperTranslation = 100.0f;
def.enableLimit = true;
def.collideConnected = collideConnected;
joint = (b2PrismaticJoint*)createJoint(&def);
}
PrismaticJoint::~PrismaticJoint()
{
destroyJoint(joint);
joint = 0;
}
float PrismaticJoint::getJointTranslation() const
{
return Physics::scaleUp(joint->GetJointTranslation());
}
float PrismaticJoint::getJointSpeed() const
{
return Physics::scaleUp(joint->GetJointSpeed());
}
void PrismaticJoint::enableMotor(bool motor)
{
return joint->EnableMotor(motor);
}
bool PrismaticJoint::isMotorEnabled() const
{
return joint->IsMotorEnabled();
}
void PrismaticJoint::setMaxMotorForce(float force)
{
joint->SetMaxMotorForce(Physics::scaleDown(force));
}
void PrismaticJoint::setMotorSpeed(float speed)
{
joint->SetMotorSpeed(Physics::scaleDown(speed));
}
float PrismaticJoint::getMotorSpeed() const
{
return Physics::scaleUp(joint->GetMotorSpeed());
}
float PrismaticJoint::getMotorForce(float inv_dt) const
{
return Physics::scaleUp(joint->GetMotorForce(inv_dt));
}
float PrismaticJoint::getMaxMotorForce() const
{
return Physics::scaleUp(joint->GetMaxMotorForce());
}
void PrismaticJoint::enableLimit(bool limit)
{
joint->EnableLimit(limit);
}
bool PrismaticJoint::isLimitEnabled() const
{
return joint->IsLimitEnabled();
}
void PrismaticJoint::setUpperLimit(float limit)
{
joint->SetLimits(joint->GetLowerLimit(), Physics::scaleDown(limit));
}
void PrismaticJoint::setLowerLimit(float limit)
{
joint->SetLimits(Physics::scaleDown(limit), joint->GetUpperLimit());
}
void PrismaticJoint::setLimits(float lower, float upper)
{
joint->SetLimits(Physics::scaleDown(lower), Physics::scaleDown(upper));
}
float PrismaticJoint::getLowerLimit() const
{
return Physics::scaleUp(joint->GetLowerLimit());
}
float PrismaticJoint::getUpperLimit() const
{
return Physics::scaleUp(joint->GetUpperLimit());
}
int PrismaticJoint::getLimits(lua_State * L)
{
lua_pushnumber(L, Physics::scaleUp(joint->GetLowerLimit()));
lua_pushnumber(L, Physics::scaleUp(joint->GetUpperLimit()));
return 2;
}
} // 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 "PrismaticJoint.h"
// Module
#include "Body.h"
#include "World.h"
#include "Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2PrismaticJointDef def;
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)), b2Vec2(ax,ay));
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.lowerTranslation = 0.0f;
def.upperTranslation = 100.0f;
def.enableLimit = true;
def.collideConnected = collideConnected;
joint = (b2PrismaticJoint*)createJoint(&def);
}
PrismaticJoint::~PrismaticJoint()
{
destroyJoint(joint);
joint = 0;
}
float PrismaticJoint::getJointTranslation() const
{
return Physics::scaleUp(joint->GetJointTranslation());
}
float PrismaticJoint::getJointSpeed() const
{
return Physics::scaleUp(joint->GetJointSpeed());
}
void PrismaticJoint::enableMotor(bool motor)
{
return joint->EnableMotor(motor);
}
bool PrismaticJoint::isMotorEnabled() const
{
return joint->IsMotorEnabled();
}
void PrismaticJoint::setMaxMotorForce(float force)
{
joint->SetMaxMotorForce(Physics::scaleDown(force));
}
void PrismaticJoint::setMotorSpeed(float speed)
{
joint->SetMotorSpeed(Physics::scaleDown(speed));
}
float PrismaticJoint::getMotorSpeed() const
{
return Physics::scaleUp(joint->GetMotorSpeed());
}
float PrismaticJoint::getMotorForce(float inv_dt) const
{
return Physics::scaleUp(joint->GetMotorForce(inv_dt));
}
float PrismaticJoint::getMaxMotorForce() const
{
return Physics::scaleUp(joint->GetMaxMotorForce());
}
void PrismaticJoint::enableLimit(bool limit)
{
joint->EnableLimit(limit);
}
bool PrismaticJoint::isLimitEnabled() const
{
return joint->IsLimitEnabled();
}
void PrismaticJoint::setUpperLimit(float limit)
{
joint->SetLimits(joint->GetLowerLimit(), Physics::scaleDown(limit));
}
void PrismaticJoint::setLowerLimit(float limit)
{
joint->SetLimits(Physics::scaleDown(limit), joint->GetUpperLimit());
}
void PrismaticJoint::setLimits(float lower, float upper)
{
joint->SetLimits(Physics::scaleDown(lower), Physics::scaleDown(upper));
}
float PrismaticJoint::getLowerLimit() const
{
return Physics::scaleUp(joint->GetLowerLimit());
}
float PrismaticJoint::getUpperLimit() const
{
return Physics::scaleUp(joint->GetUpperLimit());
}
int PrismaticJoint::getLimits(lua_State * L)
{
lua_pushnumber(L, Physics::scaleUp(joint->GetLowerLimit()));
lua_pushnumber(L, Physics::scaleUp(joint->GetUpperLimit()));
return 2;
}
} // box2d
} // physics
} // love