Add second body anchor point as a parameter to love.physics.newPrismaticJoint, and fix some scaling issues with PrismaticJoint

--HG--
branch : box2d-update
This commit is contained in:
Bill Meltsner
2011-09-27 15:48:29 -04:00
parent 356b3c880d
commit 5244463109
5 changed files with 31 additions and 16 deletions
+2 -2
View File
@@ -167,9 +167,9 @@ namespace box2d
return new RevoluteJoint(body1, body2, x, y, collideConnected);
}
PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float x, float y, 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, x, y, ax, ay, collideConnected);
return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
}
PulleyJoint * Physics::newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
+5 -3
View File
@@ -183,13 +183,15 @@ namespace box2d
/**
* Creates a new PrismaticJoint connecting body1 with body2.
* @param x World-anchor along the x-axis.
* @param y World-anchor along the y-axis.
* @param xA World-anchor for body1 along the x-axis.
* @param yA World-anchor for body1 along the y-axis.
* @param xB World-anchor for body2 along the x-axis.
* @param yB World-anchor for body2 along the y-axis.
* @param ax The x-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.
**/
PrismaticJoint * newPrismaticJoint(Body * body1, Body * body2, float x, float y, 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);
/**
* Creates a new PulleyJoint connecting body1 with body2.
+5 -4
View File
@@ -31,12 +31,13 @@ namespace physics
{
namespace box2d
{
PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
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(x,y)), 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.lowerTranslation = 0.0f;
def.upperTranslation = 100.0f;
def.enableLimit = true;
@@ -52,12 +53,12 @@ namespace box2d
float PrismaticJoint::getJointTranslation() const
{
return Physics::scaleDown(joint->GetJointTranslation());
return Physics::scaleUp(joint->GetJointTranslation());
}
float PrismaticJoint::getJointSpeed() const
{
return Physics::scaleDown(joint->GetJointSpeed());
return Physics::scaleUp(joint->GetJointSpeed());
}
void PrismaticJoint::enableMotor(bool motor)
+1 -1
View File
@@ -46,7 +46,7 @@ namespace box2d
/**
* Creates a new PrismaticJoint connecting body1 and body2.
**/
PrismaticJoint(Body * body1, Body * body2, float x, float y, 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);
virtual ~PrismaticJoint();
+18 -6
View File
@@ -176,12 +176,24 @@ namespace box2d
{
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
float ax = (float)luaL_checknumber(L, 5);
float ay = (float)luaL_checknumber(L, 6);
bool collideConnected = luax_optboolean(L, 7, false);
PrismaticJoint * j = instance->newPrismaticJoint(body1, body2, x, y, ax, ay, collideConnected);
float xA = (float)luaL_checknumber(L, 3);
float yA = (float)luaL_checknumber(L, 4);
float xB, yB, ax, ay;
bool collideConnected;
if (lua_gettop(L) >= 8) {
xB = (float)luaL_checknumber(L, 5);
yB = (float)luaL_checknumber(L, 6);
ax = (float)luaL_checknumber(L, 7);
ay = (float)luaL_checknumber(L, 8);
collideConnected = luax_optboolean(L, 9, false);
} else {
xB = xA;
yB = yA;
ax = (float)luaL_checknumber(L, 5);
ay = (float)luaL_checknumber(L, 6);
collideConnected = luax_optboolean(L, 7, false);
}
PrismaticJoint * j = instance->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
luax_newtype(L, "PrismaticJoint", PHYSICS_PRISMATIC_JOINT_T, (void*)j);
return 1;
}