mirror of
https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
Finish wrapper function renames
This commit is contained in:
@@ -370,7 +370,7 @@ void Body::setBullet(bool bullet)
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return body->SetBullet(bullet);
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}
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bool Body::isActive() const
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bool Body::isEnabled() const
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{
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return body->IsEnabled();
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}
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@@ -390,9 +390,9 @@ bool Body::isSleepingAllowed() const
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return body->IsSleepingAllowed();
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}
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void Body::setActive(bool active)
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void Body::SetEnabled(bool enabled)
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{
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body->SetEnabled(active);
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body->SetEnabled(enabled);
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}
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void Body::setAwake(bool awake)
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@@ -350,7 +350,7 @@ public:
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* Checks whether a Body is active or not. An inactive body
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* cannot be interacted with.
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**/
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bool isActive() const;
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bool isEnabled() const;
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/**
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* Checks whether a Body is awake or not. A Body
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@@ -367,7 +367,7 @@ public:
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/**
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* Changes the body's active state.
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**/
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void setActive(bool active);
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void SetEnabled(bool enabled);
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/**
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* Changes the body's sleep state.
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@@ -50,11 +50,6 @@ void ChainShape::setNextVertex(float x, float y)
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c->m_nextVertex = Physics::scaleDown(v);
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}
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void ChainShape::setNextVertex()
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{
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b2ChainShape *c = (b2ChainShape *)shape;
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}
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void ChainShape::setPreviousVertex(float x, float y)
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{
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b2Vec2 v(x, y);
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@@ -62,29 +57,22 @@ void ChainShape::setPreviousVertex(float x, float y)
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c->m_prevVertex = Physics::scaleDown(v);
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}
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void ChainShape::setPreviousVertex()
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{
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b2ChainShape *c = (b2ChainShape *)shape;
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}
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bool ChainShape::getNextVertex(float &x, float &y) const
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void ChainShape::getNextVertex(float &x, float &y) const
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{
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b2ChainShape *c = (b2ChainShape *)shape;
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b2Vec2 v = Physics::scaleUp(c->m_nextVertex);
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x = v.x;
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y = v.y;
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return true;
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}
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bool ChainShape::getPreviousVertex(float &x, float &y) const
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void ChainShape::getPreviousVertex(float &x, float &y) const
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{
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b2ChainShape *c = (b2ChainShape *)shape;
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b2Vec2 v = Physics::scaleUp(c->m_prevVertex);
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x = v.x;
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y = v.y;
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return true;
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}
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EdgeShape *ChainShape::getChildEdge(int index) const
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@@ -56,7 +56,6 @@ public:
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* @param y The y-coordinate of the vertex.
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**/
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void setNextVertex(float x, float y);
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void setNextVertex();
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/**
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* Establish connectivity to a vertex that precedes
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@@ -65,17 +64,16 @@ public:
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* @param y The y-coordinate of the vertex.
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**/
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void setPreviousVertex(float x, float y);
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void setPreviousVertex();
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/**
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* Gets the vertex that follows the last vertex.
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**/
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bool getNextVertex(float &x, float &y) const;
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void getNextVertex(float &x, float &y) const;
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/**
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* Gets the vertex that precedes the first vertex.
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**/
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bool getPreviousVertex(float &x, float &y) const;
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void getPreviousVertex(float &x, float &y) const;
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/**
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* Returns a child EdgeShape.
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@@ -56,22 +56,22 @@ float DistanceJoint::getLength() const
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return Physics::scaleUp(joint->GetLength());
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}
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void DistanceJoint::setFrequency(float hz)
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void DistanceJoint::setStiffness(float hz)
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{
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joint->SetStiffness(hz);
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}
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float DistanceJoint::getFrequency() const
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float DistanceJoint::getStiffness() const
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{
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return joint->GetStiffness();
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}
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void DistanceJoint::setDampingRatio(float d)
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void DistanceJoint::setDamping(float d)
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{
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joint->SetDamping(d);
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}
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float DistanceJoint::getDampingRatio() const
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float DistanceJoint::getDamping() const
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{
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return joint->GetDamping();
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}
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@@ -59,24 +59,24 @@ public:
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/**
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* Sets the response speed.
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**/
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void setFrequency(float hz);
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void setStiffness(float hz);
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/**
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* Gets the response speed.
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**/
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float getFrequency() const;
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float getStiffness() const;
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/**
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* Sets the damping ratio.
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* 0 = no damping, 1 = critical damping.
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**/
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void setDampingRatio(float d);
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void setDamping(float d);
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/**
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* Gets the damping ratio.
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* 0 = no damping, 1 = critical damping.
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**/
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float getDampingRatio() const;
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float getDamping() const;
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private:
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// The Box2D DistanceJoint object.
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@@ -50,19 +50,13 @@ void EdgeShape::setNextVertex(float x, float y)
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e->m_vertex3 = Physics::scaleDown(v);
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}
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void EdgeShape::setNextVertex()
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{
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b2EdgeShape *e = (b2EdgeShape *)shape;
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}
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bool EdgeShape::getNextVertex(float &x, float &y) const
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void EdgeShape::getNextVertex(float &x, float &y) const
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{
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b2EdgeShape *e = (b2EdgeShape *)shape;
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b2Vec2 v = Physics::scaleUp(e->m_vertex3);
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x = v.x;
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y = v.y;
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return true;
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}
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void EdgeShape::setPreviousVertex(float x, float y)
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@@ -72,19 +66,13 @@ void EdgeShape::setPreviousVertex(float x, float y)
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e->m_vertex0 = Physics::scaleDown(v);
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}
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void EdgeShape::setPreviousVertex()
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{
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b2EdgeShape *e = (b2EdgeShape *)shape;
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}
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bool EdgeShape::getPreviousVertex(float &x, float &y) const
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void EdgeShape::getPreviousVertex(float &x, float &y) const
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{
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b2EdgeShape *e = (b2EdgeShape *)shape;
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b2Vec2 v = Physics::scaleUp(e->m_vertex0);
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x = v.x;
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y = v.y;
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return true;
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}
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int EdgeShape::getPoints(lua_State *L)
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@@ -50,12 +50,10 @@ public:
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virtual ~EdgeShape();
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void setNextVertex(float x, float y);
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void setNextVertex();
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bool getNextVertex(float &x, float &y) const;
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void getNextVertex(float &x, float &y) const;
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void setPreviousVertex(float x, float y);
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void setPreviousVertex();
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bool getPreviousVertex(float &x, float &y) const;
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void getPreviousVertex(float &x, float &y) const;
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/**
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* Returns the transformed points of the edge shape.
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@@ -185,7 +185,7 @@ void Joint::destroyJoint(bool implicit)
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this->release();
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}
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bool Joint::isActive() const
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bool Joint::isEnabled() const
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{
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return joint->IsEnabled();
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}
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@@ -103,7 +103,7 @@ public:
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**/
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float getReactionTorque(float dt);
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bool isActive() const;
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bool isEnabled() const;
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bool getCollideConnected() const;
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@@ -78,28 +78,28 @@ float MouseJoint::getMaxForce() const
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return Physics::scaleUp(joint->GetMaxForce());
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}
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void MouseJoint::setFrequency(float hz)
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void MouseJoint::setStiffness(float hz)
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{
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// This is kind of a crappy check. The frequency is used in an internal
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// This is kind of a crappy check. The Stiffness is used in an internal
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// box2d calculation whose result must be > FLT_EPSILON, but other variables
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// go into that calculation...
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if (hz <= FLT_EPSILON * 2)
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throw love::Exception("MouseJoint frequency must be a positive number.");
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throw love::Exception("MouseJoint Stiffness must be a positive number.");
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joint->SetStiffness(hz);
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}
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float MouseJoint::getFrequency() const
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float MouseJoint::getStiffness() const
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{
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return joint->GetStiffness();
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}
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void MouseJoint::setDampingRatio(float d)
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void MouseJoint::setDamping(float d)
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{
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joint->SetDamping(d);
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}
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float MouseJoint::getDampingRatio() const
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float MouseJoint::getDamping() const
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{
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return joint->GetDamping();
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}
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@@ -78,24 +78,24 @@ public:
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/**
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* Sets the response speed.
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**/
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void setFrequency(float hz);
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void setStiffness(float hz);
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/**
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* Gets the response speed.
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**/
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float getFrequency() const;
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float getStiffness() const;
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/**
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* Sets the damping ratio.
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* 0 = no damping, 1 = critical damping.
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**/
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void setDampingRatio(float d);
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void setDamping(float d);
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/**
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* Gets the damping ratio.
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* 0 = no damping, 1 = critical damping.
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**/
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float getDampingRatio() const;
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float getDamping() const;
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virtual Body *getBodyA() const;
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virtual Body *getBodyB() const;
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@@ -66,22 +66,22 @@ void WeldJoint::init(b2WeldJointDef &def, Body *body1, Body *body2, float xA, fl
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def.collideConnected = collideConnected;
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}
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void WeldJoint::setFrequency(float hz)
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void WeldJoint::setStiffness(float hz)
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{
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joint->SetStiffness(hz);
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}
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float WeldJoint::getFrequency() const
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float WeldJoint::getStiffness() const
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{
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return joint->GetStiffness();
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}
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void WeldJoint::setDampingRatio(float d)
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void WeldJoint::setDamping(float d)
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{
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joint->SetDamping(d);
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}
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float WeldJoint::getDampingRatio() const
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float WeldJoint::getDamping() const
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{
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return joint->GetDamping();
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}
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@@ -52,24 +52,24 @@ public:
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/**
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* Sets the response speed.
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**/
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void setFrequency(float hz);
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void setStiffness(float hz);
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/**
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* Gets the response speed.
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**/
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float getFrequency() const;
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float getStiffness() const;
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/**
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* Sets the damping ratio.
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* 0 = no damping, 1 = critical damping.
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**/
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void setDampingRatio(float d);
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void setDamping(float d);
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/**
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* Gets the damping ratio.
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* 0 = no damping, 1 = critical damping.
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**/
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float getDampingRatio() const;
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float getDamping() const;
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/**
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* Gets the reference angle.
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@@ -95,22 +95,22 @@ float WheelJoint::getMotorTorque(float inv_dt) const
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return Physics::scaleUp(Physics::scaleUp(joint->GetMotorTorque(inv_dt)));
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}
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void WheelJoint::setSpringFrequency(float hz)
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void WheelJoint::setStiffness(float hz)
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{
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joint->SetStiffness(hz);
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}
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float WheelJoint::getSpringFrequency() const
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float WheelJoint::getStiffness() const
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{
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return joint->GetStiffness();
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}
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void WheelJoint::setSpringDampingRatio(float ratio)
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void WheelJoint::setDamping(float ratio)
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{
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joint->SetDamping(ratio);
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}
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float WheelJoint::getSpringDampingRatio() const
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float WheelJoint::getDamping() const
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{
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return joint->GetDamping();
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}
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@@ -99,22 +99,22 @@ public:
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* Set the spring frequency, in hertz. Setting the frequency to 0
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* disables the spring.
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**/
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void setSpringFrequency(float hz);
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void setStiffness(float hz);
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/**
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* Get the spring frequency, in hertz.
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**/
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float getSpringFrequency() const;
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float getStiffness() const;
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/**
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* Set the spring damping ratio.
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**/
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void setSpringDampingRatio(float ratio);
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void setDamping(float ratio);
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/**
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* Get the spring damping ratio.
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**/
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float getSpringDampingRatio() const;
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float getDamping() const;
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/**
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* Gets the axis unit vector, relative to body1.
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