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@@ -1,77 +1,77 @@
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/**
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* Copyright (c) 2006-2012 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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#include "PulleyJoint.h"
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// Module
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#include "Body.h"
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#include "World.h"
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#include "Physics.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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PulleyJoint::PulleyJoint(Body *bodyA, Body *bodyB, b2Vec2 groundAnchorA, b2Vec2 groundAnchorB, b2Vec2 anchorA, b2Vec2 anchorB, float ratio, bool collideConnected)
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: Joint(bodyA, bodyB)
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, joint(NULL)
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{
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b2PulleyJointDef def;
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def.Initialize(bodyA->body, bodyB->body, Physics::scaleDown(groundAnchorA), Physics::scaleDown(groundAnchorB), \
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Physics::scaleDown(anchorA), Physics::scaleDown(anchorB), ratio);
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def.collideConnected = collideConnected;
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joint = (b2PulleyJoint *)createJoint(&def);
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}
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PulleyJoint::~PulleyJoint()
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{
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}
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int PulleyJoint::getGroundAnchors(lua_State *L)
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{
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lua_pushnumber(L, Physics::scaleUp(joint->GetGroundAnchorA().x));
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lua_pushnumber(L, Physics::scaleUp(joint->GetGroundAnchorA().y));
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lua_pushnumber(L, Physics::scaleUp(joint->GetGroundAnchorB().x));
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lua_pushnumber(L, Physics::scaleUp(joint->GetGroundAnchorB().y));
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return 4;
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}
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float PulleyJoint::getLengthA() const
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{
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return Physics::scaleUp(joint->GetLengthA());
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}
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float PulleyJoint::getLengthB() const
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{
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return Physics::scaleUp(joint->GetLengthB());
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}
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float PulleyJoint::getRatio() const
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{
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return joint->GetRatio();
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}
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} // box2d
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} // physics
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} // love
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/**
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* Copyright (c) 2006-2012 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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#include "PulleyJoint.h"
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// Module
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#include "Body.h"
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#include "World.h"
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#include "Physics.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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PulleyJoint::PulleyJoint(Body *bodyA, Body *bodyB, b2Vec2 groundAnchorA, b2Vec2 groundAnchorB, b2Vec2 anchorA, b2Vec2 anchorB, float ratio, bool collideConnected)
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: Joint(bodyA, bodyB)
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, joint(NULL)
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{
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b2PulleyJointDef def;
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def.Initialize(bodyA->body, bodyB->body, Physics::scaleDown(groundAnchorA), Physics::scaleDown(groundAnchorB), \
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Physics::scaleDown(anchorA), Physics::scaleDown(anchorB), ratio);
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def.collideConnected = collideConnected;
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joint = (b2PulleyJoint *)createJoint(&def);
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}
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PulleyJoint::~PulleyJoint()
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{
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}
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int PulleyJoint::getGroundAnchors(lua_State *L)
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{
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lua_pushnumber(L, Physics::scaleUp(joint->GetGroundAnchorA().x));
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lua_pushnumber(L, Physics::scaleUp(joint->GetGroundAnchorA().y));
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lua_pushnumber(L, Physics::scaleUp(joint->GetGroundAnchorB().x));
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lua_pushnumber(L, Physics::scaleUp(joint->GetGroundAnchorB().y));
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return 4;
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}
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float PulleyJoint::getLengthA() const
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{
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return Physics::scaleUp(joint->GetLengthA());
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}
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float PulleyJoint::getLengthB() const
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{
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return Physics::scaleUp(joint->GetLengthB());
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}
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float PulleyJoint::getRatio() const
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{
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return joint->GetRatio();
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}
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} // box2d
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} // physics
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} // love
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