Applied the new style guidelines.

Well, sort of. Lot's more to be done, but this is a start.
This commit is contained in:
rude
2012-06-28 23:52:33 +02:00
parent bc4e59ba24
commit 81c38e22d0
302 changed files with 42648 additions and 42081 deletions
+137 -139
View File
@@ -1,139 +1,137 @@
/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_PHYSICS_BOX2D_JOINT_H
#define LOVE_PHYSICS_BOX2D_JOINT_H
// LOVE
#include <common/runtime.h>
#include <physics/Joint.h>
// Box2D
#include <Box2D/Box2D.h>
namespace love
{
namespace physics
{
namespace box2d
{
// Forward declarations.
class Body;
class World;
/**
* A Joint acts as positioning constraints on Bodies.
* A Joint can be used to prevent Bodies from going to
* far apart, or coming too close together.
**/
class Joint : public love::physics::Joint
{
friend class GearJoint;
private:
// A Joint must be destroyed *before* the bodies it acts upon,
// and the world they reside in. We therefore need refs
// parents and associations to prevent wrong destruction order.
Body * body1, * body2;
// The Box2D joint object.
b2Joint * joint;
protected:
World * world;
public:
/**
* This constructor will connect one end of the joint to body1,
* and the other one to the default ground body.
*
* This constructor is mainly used by MouseJoint.
**/
Joint(Body * body1);
/**
* Create a joint between body1 and body2.
**/
Joint(Body * body1, Body * body2);
virtual ~Joint();
/**
* Returns true if the joint is active in a Box2D world.
**/
bool isValid() const;
/**
* Gets the type of joint.
**/
Type getType() const;
/**
* Gets the anchor positions of the Joint in world
* coordinates. This is useful for debugdrawing the joint.
**/
int getAnchors(lua_State * L);
/**
* Gets the reaction force on body2 at the joint anchor.
**/
int getReactionForce(lua_State * L);
/**
* Gets the reaction torque on body2.
**/
float getReactionTorque(float dt);
bool isActive() const;
bool getCollideConnected() const;
/**
* Joints require pointers to a Box2D joint objects at
* different polymorphic levels, which is why these function
* were created.
**/
/**
* Destroys the joint. This function was created just to
* get some cinsistency.
**/
void destroyJoint(bool implicit = false);
protected:
/**
* Creates a Joint, and ensures that the parent class
* gets a copy of the pointer.
**/
b2Joint * createJoint(b2JointDef * def);
};
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_JOINT_H
/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_PHYSICS_BOX2D_JOINT_H
#define LOVE_PHYSICS_BOX2D_JOINT_H
// LOVE
#include "common/runtime.h"
#include "physics/Joint.h"
// Box2D
#include <Box2D/Box2D.h>
namespace love
{
namespace physics
{
namespace box2d
{
// Forward declarations.
class Body;
class World;
/**
* A Joint acts as positioning constraints on Bodies.
* A Joint can be used to prevent Bodies from going to
* far apart, or coming too close together.
**/
class Joint : public love::physics::Joint
{
public:
friend class GearJoint;
/**
* This constructor will connect one end of the joint to body1,
* and the other one to the default ground body.
*
* This constructor is mainly used by MouseJoint.
**/
Joint(Body *body1);
/**
* Create a joint between body1 and body2.
**/
Joint(Body *body1, Body *body2);
virtual ~Joint();
/**
* Returns true if the joint is active in a Box2D world.
**/
bool isValid() const;
/**
* Gets the type of joint.
**/
Type getType() const;
/**
* Gets the anchor positions of the Joint in world
* coordinates. This is useful for debugdrawing the joint.
**/
int getAnchors(lua_State *L);
/**
* Gets the reaction force on body2 at the joint anchor.
**/
int getReactionForce(lua_State *L);
/**
* Gets the reaction torque on body2.
**/
float getReactionTorque(float dt);
bool isActive() const;
bool getCollideConnected() const;
/**
* Joints require pointers to a Box2D joint objects at
* different polymorphic levels, which is why these function
* were created.
**/
/**
* Destroys the joint. This function was created just to
* get some cinsistency.
**/
void destroyJoint(bool implicit = false);
protected:
/**
* Creates a Joint, and ensures that the parent class
* gets a copy of the pointer.
**/
b2Joint *createJoint(b2JointDef *def);
World *world;
private:
// A Joint must be destroyed *before* the bodies it acts upon,
// and the world they reside in. We therefore need refs
// parents and associations to prevent wrong destruction order.
Body *body1, * body2;
// The Box2D joint object.
b2Joint *joint;
};
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_JOINT_H