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Automated formatting fix
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@@ -1,144 +1,144 @@
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/**
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* Copyright (c) 2006-2011 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "PrismaticJoint.h"
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// Module
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#include "Body.h"
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#include "World.h"
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#include "Physics.h"
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namespace love
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{
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namespace physics
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{
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namespace box2d
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{
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PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
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: Joint(body1, body2), joint(NULL)
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{
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b2PrismaticJointDef def;
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def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)), b2Vec2(ax,ay));
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def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
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def.lowerTranslation = 0.0f;
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def.upperTranslation = 100.0f;
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def.enableLimit = true;
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def.collideConnected = collideConnected;
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joint = (b2PrismaticJoint*)createJoint(&def);
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}
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PrismaticJoint::~PrismaticJoint()
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{
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destroyJoint(joint);
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joint = 0;
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}
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float PrismaticJoint::getJointTranslation() const
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{
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return Physics::scaleUp(joint->GetJointTranslation());
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}
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float PrismaticJoint::getJointSpeed() const
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{
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return Physics::scaleUp(joint->GetJointSpeed());
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}
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void PrismaticJoint::enableMotor(bool motor)
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{
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return joint->EnableMotor(motor);
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}
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bool PrismaticJoint::isMotorEnabled() const
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{
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return joint->IsMotorEnabled();
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}
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void PrismaticJoint::setMaxMotorForce(float force)
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{
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joint->SetMaxMotorForce(Physics::scaleDown(force));
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}
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void PrismaticJoint::setMotorSpeed(float speed)
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{
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joint->SetMotorSpeed(Physics::scaleDown(speed));
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}
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float PrismaticJoint::getMotorSpeed() const
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{
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return Physics::scaleUp(joint->GetMotorSpeed());
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}
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float PrismaticJoint::getMotorForce(float inv_dt) const
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{
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return Physics::scaleUp(joint->GetMotorForce(inv_dt));
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}
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float PrismaticJoint::getMaxMotorForce() const
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{
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return Physics::scaleUp(joint->GetMaxMotorForce());
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}
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void PrismaticJoint::enableLimit(bool limit)
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{
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joint->EnableLimit(limit);
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}
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bool PrismaticJoint::isLimitEnabled() const
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{
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return joint->IsLimitEnabled();
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}
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void PrismaticJoint::setUpperLimit(float limit)
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{
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joint->SetLimits(joint->GetLowerLimit(), Physics::scaleDown(limit));
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}
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void PrismaticJoint::setLowerLimit(float limit)
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{
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joint->SetLimits(Physics::scaleDown(limit), joint->GetUpperLimit());
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}
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void PrismaticJoint::setLimits(float lower, float upper)
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{
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joint->SetLimits(Physics::scaleDown(lower), Physics::scaleDown(upper));
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}
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float PrismaticJoint::getLowerLimit() const
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{
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return Physics::scaleUp(joint->GetLowerLimit());
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}
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float PrismaticJoint::getUpperLimit() const
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{
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return Physics::scaleUp(joint->GetUpperLimit());
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}
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int PrismaticJoint::getLimits(lua_State * L)
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{
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lua_pushnumber(L, Physics::scaleUp(joint->GetLowerLimit()));
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lua_pushnumber(L, Physics::scaleUp(joint->GetUpperLimit()));
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return 2;
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}
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} // box2d
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} // physics
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} // love
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/**
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* Copyright (c) 2006-2011 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "PrismaticJoint.h"
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// Module
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#include "Body.h"
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#include "World.h"
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#include "Physics.h"
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namespace love
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{
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namespace physics
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{
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namespace box2d
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{
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PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
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: Joint(body1, body2), joint(NULL)
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{
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b2PrismaticJointDef def;
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def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)), b2Vec2(ax,ay));
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def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
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def.lowerTranslation = 0.0f;
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def.upperTranslation = 100.0f;
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def.enableLimit = true;
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def.collideConnected = collideConnected;
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joint = (b2PrismaticJoint*)createJoint(&def);
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}
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PrismaticJoint::~PrismaticJoint()
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{
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destroyJoint(joint);
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joint = 0;
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}
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float PrismaticJoint::getJointTranslation() const
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{
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return Physics::scaleUp(joint->GetJointTranslation());
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}
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float PrismaticJoint::getJointSpeed() const
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{
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return Physics::scaleUp(joint->GetJointSpeed());
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}
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void PrismaticJoint::enableMotor(bool motor)
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{
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return joint->EnableMotor(motor);
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}
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bool PrismaticJoint::isMotorEnabled() const
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{
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return joint->IsMotorEnabled();
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}
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void PrismaticJoint::setMaxMotorForce(float force)
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{
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joint->SetMaxMotorForce(Physics::scaleDown(force));
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}
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void PrismaticJoint::setMotorSpeed(float speed)
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{
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joint->SetMotorSpeed(Physics::scaleDown(speed));
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}
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float PrismaticJoint::getMotorSpeed() const
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{
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return Physics::scaleUp(joint->GetMotorSpeed());
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}
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float PrismaticJoint::getMotorForce(float inv_dt) const
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{
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return Physics::scaleUp(joint->GetMotorForce(inv_dt));
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}
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float PrismaticJoint::getMaxMotorForce() const
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{
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return Physics::scaleUp(joint->GetMaxMotorForce());
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}
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void PrismaticJoint::enableLimit(bool limit)
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{
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joint->EnableLimit(limit);
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}
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bool PrismaticJoint::isLimitEnabled() const
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{
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return joint->IsLimitEnabled();
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}
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void PrismaticJoint::setUpperLimit(float limit)
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{
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joint->SetLimits(joint->GetLowerLimit(), Physics::scaleDown(limit));
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}
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void PrismaticJoint::setLowerLimit(float limit)
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{
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joint->SetLimits(Physics::scaleDown(limit), joint->GetUpperLimit());
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}
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void PrismaticJoint::setLimits(float lower, float upper)
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{
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joint->SetLimits(Physics::scaleDown(lower), Physics::scaleDown(upper));
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}
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float PrismaticJoint::getLowerLimit() const
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{
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return Physics::scaleUp(joint->GetLowerLimit());
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}
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float PrismaticJoint::getUpperLimit() const
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{
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return Physics::scaleUp(joint->GetUpperLimit());
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}
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int PrismaticJoint::getLimits(lua_State * L)
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{
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lua_pushnumber(L, Physics::scaleUp(joint->GetLowerLimit()));
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lua_pushnumber(L, Physics::scaleUp(joint->GetUpperLimit()));
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return 2;
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}
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} // box2d
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} // physics
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} // love
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