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Add second body anchor point as a parameter to love.physics.newPrismaticJoint, and fix some scaling issues with PrismaticJoint
--HG-- branch : box2d-update
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@@ -167,9 +167,9 @@ namespace box2d
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return new RevoluteJoint(body1, body2, x, y, collideConnected);
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}
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PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
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PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
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{
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return new PrismaticJoint(body1, body2, x, y, ax, ay, collideConnected);
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return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
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}
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PulleyJoint * Physics::newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
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