Support reference angle on revolute, prismatic, and weld joints (fixes #1194)

This commit is contained in:
airstruck
2016-08-19 14:36:36 +02:00
parent 78a2e80818
commit 154f7cbc7e
12 changed files with 154 additions and 14 deletions
+15
View File
@@ -228,11 +228,21 @@ RevoluteJoint *Physics::newRevoluteJoint(Body *body1, Body *body2, float xA, flo
return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected); return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected);
} }
RevoluteJoint *Physics::newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
{
return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle);
}
PrismaticJoint *Physics::newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected) PrismaticJoint *Physics::newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
{ {
return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected); return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
} }
PrismaticJoint *Physics::newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle)
{
return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected, referenceAngle);
}
PulleyJoint *Physics::newPulleyJoint(Body *body1, Body *body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected) PulleyJoint *Physics::newPulleyJoint(Body *body1, Body *body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
{ {
return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio, collideConnected); return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio, collideConnected);
@@ -253,6 +263,11 @@ WeldJoint *Physics::newWeldJoint(Body *body1, Body *body2, float xA, float yA, f
return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected); return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);
} }
WeldJoint *Physics::newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
{
return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle);
}
WheelJoint *Physics::newWheelJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected) WheelJoint *Physics::newWheelJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
{ {
return new WheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected); return new WheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
+9
View File
@@ -176,9 +176,12 @@ public:
* @param xB Anchor for body 2 along the x-axis. (World coordinates) * @param xB Anchor for body 2 along the x-axis. (World coordinates)
* @param yB Anchor for body 2 along the y-axis. (World coordinates) * @param yB Anchor for body 2 along the y-axis. (World coordinates)
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false. * @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
* @param referenceAngle The reference angle.
**/ **/
RevoluteJoint *newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected); RevoluteJoint *newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
RevoluteJoint *newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle);
/** /**
* Creates a new PrismaticJoint connecting body1 with body2. * Creates a new PrismaticJoint connecting body1 with body2.
* @param xA World-anchor for body1 along the x-axis. * @param xA World-anchor for body1 along the x-axis.
@@ -188,9 +191,12 @@ public:
* @param ax The x-component of the world-axis. * @param ax The x-component of the world-axis.
* @param ay The y-component of the world-axis. * @param ay The y-component of the world-axis.
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false. * @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
* @param referenceAngle The reference angle.
**/ **/
PrismaticJoint *newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected); PrismaticJoint *newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
PrismaticJoint *newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle);
/** /**
* Creates a new PulleyJoint connecting body1 with body2. * Creates a new PulleyJoint connecting body1 with body2.
* @param groundAnchor1 World ground-anchor for body1. * @param groundAnchor1 World ground-anchor for body1.
@@ -228,9 +234,12 @@ public:
* @param xB Anchor for body 2 along the x-axis. (World coordinates) * @param xB Anchor for body 2 along the x-axis. (World coordinates)
* @param yB Anchor for body 2 along the y-axis. (World coordinates) * @param yB Anchor for body 2 along the y-axis. (World coordinates)
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false. * @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
* @param referenceAngle The reference angle.
**/ **/
WeldJoint *newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected); WeldJoint *newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
WeldJoint *newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle);
/** /**
* Creates a new WheelJoint connecting body1 with body2. * Creates a new WheelJoint connecting body1 with body2.
* @param xA Anchor for body 1 along the x-axis. (World coordinates) * @param xA Anchor for body 1 along the x-axis. (World coordinates)
+24 -5
View File
@@ -37,18 +37,32 @@ PrismaticJoint::PrismaticJoint(Body *body1, Body *body2, float xA, float yA, flo
, joint(NULL) , joint(NULL)
{ {
b2PrismaticJointDef def; b2PrismaticJointDef def;
init(def, body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
joint = (b2PrismaticJoint *)createJoint(&def);
}
PrismaticJoint::PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle)
: Joint(body1, body2)
, joint(NULL)
{
b2PrismaticJointDef def;
init(def, body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
def.referenceAngle = referenceAngle;
joint = (b2PrismaticJoint *)createJoint(&def);
}
PrismaticJoint::~PrismaticJoint()
{
}
void PrismaticJoint::init(b2PrismaticJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
{
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)), b2Vec2(ax,ay)); 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.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.lowerTranslation = 0.0f; def.lowerTranslation = 0.0f;
def.upperTranslation = 100.0f; def.upperTranslation = 100.0f;
def.enableLimit = true; def.enableLimit = true;
def.collideConnected = collideConnected; def.collideConnected = collideConnected;
joint = (b2PrismaticJoint *)createJoint(&def);
}
PrismaticJoint::~PrismaticJoint()
{
} }
float PrismaticJoint::getJointTranslation() const float PrismaticJoint::getJointTranslation() const
@@ -147,6 +161,11 @@ int PrismaticJoint::getAxis(lua_State *L)
return 2; return 2;
} }
float PrismaticJoint::getReferenceAngle() const
{
return joint->GetReferenceAngle();
}
} // box2d } // box2d
} // physics } // physics
} // love } // love
@@ -44,6 +44,8 @@ public:
**/ **/
PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected); PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle);
virtual ~PrismaticJoint(); virtual ~PrismaticJoint();
/** /**
@@ -141,10 +143,17 @@ public:
**/ **/
int getAxis(lua_State *L); int getAxis(lua_State *L);
/**
* Gets the reference angle.
**/
float getReferenceAngle() const;
private: private:
// The Box2D prismatic joint object. // The Box2D prismatic joint object.
b2PrismaticJoint *joint; b2PrismaticJoint *joint;
void init(b2PrismaticJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
}; };
} // box2d } // box2d
+23 -3
View File
@@ -39,9 +39,17 @@ RevoluteJoint::RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float
, joint(NULL) , joint(NULL)
{ {
b2RevoluteJointDef def; b2RevoluteJointDef def;
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA))); init(def, body1, body2, xA, yA, xB, yB, collideConnected);
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB))); joint = (b2RevoluteJoint *)createJoint(&def);
def.collideConnected = collideConnected; }
RevoluteJoint::RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
: Joint(body1, body2)
, joint(NULL)
{
b2RevoluteJointDef def;
init(def, body1, body2, xA, yA, xB, yB, collideConnected);
def.referenceAngle = referenceAngle;
joint = (b2RevoluteJoint *)createJoint(&def); joint = (b2RevoluteJoint *)createJoint(&def);
} }
@@ -49,6 +57,13 @@ RevoluteJoint::~RevoluteJoint()
{ {
} }
void RevoluteJoint::init(b2RevoluteJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
{
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.collideConnected = collideConnected;
}
float RevoluteJoint::getJointAngle() const float RevoluteJoint::getJointAngle() const
{ {
return joint->GetJointAngle(); return joint->GetJointAngle();
@@ -136,6 +151,11 @@ int RevoluteJoint::getLimits(lua_State *L)
return 2; return 2;
} }
float RevoluteJoint::getReferenceAngle() const
{
return joint->GetReferenceAngle();
}
} // box2d } // box2d
} // physics } // physics
} // love } // love
@@ -44,6 +44,8 @@ public:
**/ **/
RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected); RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle);
virtual ~RevoluteJoint(); virtual ~RevoluteJoint();
/** /**
@@ -134,10 +136,17 @@ public:
**/ **/
int getLimits(lua_State *L); int getLimits(lua_State *L);
/**
* Gets the reference angle.
**/
float getReferenceAngle() const;
private: private:
// The Box2D revolute joint object. // The Box2D revolute joint object.
b2RevoluteJoint *joint; b2RevoluteJoint *joint;
void init(b2RevoluteJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
}; };
} // box2d } // box2d
+23 -3
View File
@@ -39,9 +39,17 @@ WeldJoint::WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, flo
, joint(NULL) , joint(NULL)
{ {
b2WeldJointDef def; b2WeldJointDef def;
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA))); init(def, body1, body2, xA, yA, xB, yB, collideConnected);
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB))); joint = (b2WeldJoint *)createJoint(&def);
def.collideConnected = collideConnected; }
WeldJoint::WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
: Joint(body1, body2)
, joint(NULL)
{
b2WeldJointDef def;
init(def, body1, body2, xA, yA, xB, yB, collideConnected);
def.referenceAngle = referenceAngle;
joint = (b2WeldJoint *)createJoint(&def); joint = (b2WeldJoint *)createJoint(&def);
} }
@@ -49,6 +57,13 @@ WeldJoint::~WeldJoint()
{ {
} }
void WeldJoint::init(b2WeldJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
{
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.collideConnected = collideConnected;
}
void WeldJoint::setFrequency(float hz) void WeldJoint::setFrequency(float hz)
{ {
joint->SetFrequency(hz); joint->SetFrequency(hz);
@@ -69,6 +84,11 @@ float WeldJoint::getDampingRatio() const
return joint->GetDampingRatio(); return joint->GetDampingRatio();
} }
float WeldJoint::getReferenceAngle() const
{
return joint->GetReferenceAngle();
}
} // box2d } // box2d
} // physics } // physics
} // love } // love
+9
View File
@@ -43,6 +43,8 @@ public:
**/ **/
WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected); WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle);
virtual ~WeldJoint(); virtual ~WeldJoint();
/** /**
@@ -67,10 +69,17 @@ public:
**/ **/
float getDampingRatio() const; float getDampingRatio() const;
/**
* Gets the reference angle.
**/
float getReferenceAngle() const;
private: private:
// The Box2D weld joint object. // The Box2D weld joint object.
b2WeldJoint *joint; b2WeldJoint *joint;
void init(b2WeldJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
}; };
} // box2d } // box2d
+9 -3
View File
@@ -219,11 +219,13 @@ int w_newRevoluteJoint(lua_State *L)
float yA = (float)luaL_checknumber(L, 4); float yA = (float)luaL_checknumber(L, 4);
float xB, yB; float xB, yB;
bool collideConnected; bool collideConnected;
float referenceAngle = 0.0f;
if (lua_gettop(L) >= 6) if (lua_gettop(L) >= 6)
{ {
xB = (float)luaL_checknumber(L, 5); xB = (float)luaL_checknumber(L, 5);
yB = (float)luaL_checknumber(L, 6); yB = (float)luaL_checknumber(L, 6);
collideConnected = luax_optboolean(L, 7, false); collideConnected = luax_optboolean(L, 7, false);
referenceAngle = (float)luaL_optnumber(L, 8, referenceAngle);
} }
else else
{ {
@@ -233,7 +235,7 @@ int w_newRevoluteJoint(lua_State *L)
} }
RevoluteJoint *j; RevoluteJoint *j;
luax_catchexcept(L, [&]() { luax_catchexcept(L, [&]() {
j = instance()->newRevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected); j = instance()->newRevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle);
}); });
luax_pushtype(L, PHYSICS_REVOLUTE_JOINT_ID, j); luax_pushtype(L, PHYSICS_REVOLUTE_JOINT_ID, j);
j->release(); j->release();
@@ -248,6 +250,7 @@ int w_newPrismaticJoint(lua_State *L)
float yA = (float)luaL_checknumber(L, 4); float yA = (float)luaL_checknumber(L, 4);
float xB, yB, ax, ay; float xB, yB, ax, ay;
bool collideConnected; bool collideConnected;
float referenceAngle = 0.0f;
if (lua_gettop(L) >= 8) if (lua_gettop(L) >= 8)
{ {
xB = (float)luaL_checknumber(L, 5); xB = (float)luaL_checknumber(L, 5);
@@ -255,6 +258,7 @@ int w_newPrismaticJoint(lua_State *L)
ax = (float)luaL_checknumber(L, 7); ax = (float)luaL_checknumber(L, 7);
ay = (float)luaL_checknumber(L, 8); ay = (float)luaL_checknumber(L, 8);
collideConnected = luax_optboolean(L, 9, false); collideConnected = luax_optboolean(L, 9, false);
referenceAngle = (float)luaL_optnumber(L, 10, referenceAngle);
} }
else else
{ {
@@ -266,7 +270,7 @@ int w_newPrismaticJoint(lua_State *L)
} }
PrismaticJoint *j; PrismaticJoint *j;
luax_catchexcept(L, [&]() { luax_catchexcept(L, [&]() {
j = instance()->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected); j = instance()->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected, referenceAngle);
}); });
luax_pushtype(L, PHYSICS_PRISMATIC_JOINT_ID, j); luax_pushtype(L, PHYSICS_PRISMATIC_JOINT_ID, j);
j->release(); j->release();
@@ -350,11 +354,13 @@ int w_newWeldJoint(lua_State *L)
float yA = (float)luaL_checknumber(L, 4); float yA = (float)luaL_checknumber(L, 4);
float xB, yB; float xB, yB;
bool collideConnected; bool collideConnected;
float referenceAngle = 0.0f;
if (lua_gettop(L) >= 6) if (lua_gettop(L) >= 6)
{ {
xB = (float)luaL_checknumber(L, 5); xB = (float)luaL_checknumber(L, 5);
yB = (float)luaL_checknumber(L, 6); yB = (float)luaL_checknumber(L, 6);
collideConnected = luax_optboolean(L, 7, false); collideConnected = luax_optboolean(L, 7, false);
referenceAngle = (float)luaL_optnumber(L, 8, referenceAngle);
} }
else else
{ {
@@ -364,7 +370,7 @@ int w_newWeldJoint(lua_State *L)
} }
WeldJoint *j; WeldJoint *j;
luax_catchexcept(L, [&]() { luax_catchexcept(L, [&]() {
j = instance()->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected); j = instance()->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle);
}); });
luax_pushtype(L, PHYSICS_WELD_JOINT_ID, j); luax_pushtype(L, PHYSICS_WELD_JOINT_ID, j);
j->release(); j->release();
@@ -171,6 +171,13 @@ int w_PrismaticJoint_getAxis(lua_State *L)
return t->getAxis(L); return t->getAxis(L);
} }
int w_PrismaticJoint_getReferenceAngle(lua_State *L)
{
PrismaticJoint *t = luax_checkprismaticjoint(L, 1);
lua_pushnumber(L, t->getReferenceAngle());
return 1;
}
static const luaL_Reg w_PrismaticJoint_functions[] = static const luaL_Reg w_PrismaticJoint_functions[] =
{ {
{ "getJointTranslation", w_PrismaticJoint_getJointTranslation }, { "getJointTranslation", w_PrismaticJoint_getJointTranslation },
@@ -191,6 +198,7 @@ static const luaL_Reg w_PrismaticJoint_functions[] =
{ "getUpperLimit", w_PrismaticJoint_getUpperLimit }, { "getUpperLimit", w_PrismaticJoint_getUpperLimit },
{ "getLimits", w_PrismaticJoint_getLimits }, { "getLimits", w_PrismaticJoint_getLimits },
{ "getAxis", w_PrismaticJoint_getAxis }, { "getAxis", w_PrismaticJoint_getAxis },
{ "getReferenceAngle", w_PrismaticJoint_getReferenceAngle },
{ 0, 0 } { 0, 0 }
}; };
@@ -164,6 +164,13 @@ int w_RevoluteJoint_getLimits(lua_State *L)
return t->getLimits(L); return t->getLimits(L);
} }
int w_RevoluteJoint_getReferenceAngle(lua_State *L)
{
RevoluteJoint *t = luax_checkrevolutejoint(L, 1);
lua_pushnumber(L, t->getReferenceAngle());
return 1;
}
static const luaL_Reg w_RevoluteJoint_functions[] = static const luaL_Reg w_RevoluteJoint_functions[] =
{ {
{ "getJointAngle", w_RevoluteJoint_getJointAngle }, { "getJointAngle", w_RevoluteJoint_getJointAngle },
@@ -183,6 +190,7 @@ static const luaL_Reg w_RevoluteJoint_functions[] =
{ "getLowerLimit", w_RevoluteJoint_getLowerLimit }, { "getLowerLimit", w_RevoluteJoint_getLowerLimit },
{ "getUpperLimit", w_RevoluteJoint_getUpperLimit }, { "getUpperLimit", w_RevoluteJoint_getUpperLimit },
{ "getLimits", w_RevoluteJoint_getLimits }, { "getLimits", w_RevoluteJoint_getLimits },
{ "getReferenceAngle", w_RevoluteJoint_getReferenceAngle },
{ 0, 0 } { 0, 0 }
}; };
@@ -65,12 +65,20 @@ int w_WeldJoint_getDampingRatio(lua_State *L)
return 1; return 1;
} }
int w_WeldJoint_getReferenceAngle(lua_State *L)
{
WeldJoint *t = luax_checkweldjoint(L, 1);
lua_pushnumber(L, t->getReferenceAngle());
return 1;
}
static const luaL_Reg w_WeldJoint_functions[] = static const luaL_Reg w_WeldJoint_functions[] =
{ {
{ "setFrequency", w_WeldJoint_setFrequency }, { "setFrequency", w_WeldJoint_setFrequency },
{ "getFrequency", w_WeldJoint_getFrequency }, { "getFrequency", w_WeldJoint_getFrequency },
{ "setDampingRatio", w_WeldJoint_setDampingRatio }, { "setDampingRatio", w_WeldJoint_setDampingRatio },
{ "getDampingRatio", w_WeldJoint_getDampingRatio }, { "getDampingRatio", w_WeldJoint_getDampingRatio },
{ "getReferenceAngle", w_WeldJoint_getReferenceAngle },
{ 0, 0 } { 0, 0 }
}; };