Updated to Box2D 2.2, added new joints, some other updates to match the API changes (still plenty more to go though)

--HG--
branch : box2d-update
This commit is contained in:
Bill Meltsner
2011-09-03 15:39:32 -04:00
parent b3434997bf
commit 915e3e9d86
126 changed files with 8581 additions and 3772 deletions
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/**
* Copyright (c) 2006-2011 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.
**/
#include "WeldJoint.h"
#include <common/math.h>
// Module
#include "Body.h"
#include "World.h"
namespace love
{
namespace physics
{
namespace box2d
{
WeldJoint::WeldJoint(Body * body1, Body * body2, float x, float y)
: Joint(body1, body2), joint(NULL)
{
b2WeldJointDef def;
def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)));
joint = (b2WeldJoint*)createJoint(&def);
}
WeldJoint::~WeldJoint()
{
destroyJoint(joint);
joint = 0;
}
} // box2d
} // physics
} // love