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Updated box2d from 2.2.1 to 2.3.0
--HG-- branch : box2d-2.3
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/**
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* Copyright (c) 2006-2013 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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#ifndef LOVE_PHYSICS_BOX2D_MOTOR_JOINT_H
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#define LOVE_PHYSICS_BOX2D_MOTOR_JOINT_H
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// Module
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#include "Joint.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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/**
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* A motor joint is used to control the relative motion
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* between two bodies. A typical usage is to control the movement
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* of a dynamic body with respect to the ground.
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*/
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class MotorJoint : public Joint
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{
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public:
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MotorJoint(Body *body1, Body* body2);
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MotorJoint(Body *body1, Body* body2, float correctionFactor);
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virtual ~MotorJoint();
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/// Set/get the target linear offset, in frame A, in meters.
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void setLinearOffset(float x, float y);
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int getLinearOffset(lua_State *L) const;
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/// Set/get the target angular offset, in radians.
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void setAngularOffset(float angularOffset);
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float getAngularOffset() const;
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/// Set the maximum friction force.
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void setMaxForce(float force);
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/// Get the maximum friction force.
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float getMaxForce() const;
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/// Set the maximum friction torque.
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void setMaxTorque(float torque);
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/// Get the maximum friction torque.
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float getMaxTorque() const;
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/// Set the position correction factor in the range [0,1].
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void setCorrectionFactor(float factor);
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/// Get the position correction factor in the range [0,1].
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float getCorrectionFactor() const;
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private:
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// The Box2D MotorJoint object.
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b2MotorJoint *joint;
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}; // MotorJoint
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} // box2d
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} // physics
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} // love
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#endif // LOVE_PHYSICS_BOX2D_MOTOR_JOINT_H
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