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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
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/**
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* Copyright (c) 2006-2011 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_WHEEL_JOINT_H
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#define LOVE_PHYSICS_BOX2D_WHEEL_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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* WheelJoints provide two degrees of freedom: translation
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* along a defined axis and rotation in the plane. Designed
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* for vehicle suspensions.
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**/
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class WheelJoint : public Joint
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{
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private:
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// The Box2D wheel joint object.
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b2WheelJoint * joint;
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public:
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/**
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* Creates a new WheelJoint connecting body1 and body2.
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**/
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WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay);
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virtual ~WheelJoint();
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/**
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* Get the current joint translation, usually in meters.
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**/
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float getJointTranslation() const;
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/**
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* Get the current joint translation speed, usually in meters per second.
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**/
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float getJointSpeed() const;
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/**
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* Enable/disable the joint motor.
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**/
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void enableMotor(bool motor);
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/**
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* Checks whether the motor is enabled.
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**/
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bool isMotorEnabled() const;
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/**
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* Set the motor speed, usually in meters per second.
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**/
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void setMotorSpeed(float speed);
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/**
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* Get the motor speed, usually in meters per second.
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**/
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float getMotorSpeed() const;
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/**
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* Set the maximum motor torque, usually in N.
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**/
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void setMaxMotorTorque(float torque);
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/**
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* Get the maximum motor torque, usually in N.
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**/
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float getMaxMotorTorque() const;
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/**
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* Get the current motor torque, usually in N.
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* @param inv_dt The inverse time step.
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**/
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float getMotorTorque(float inv_dt) const;
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/**
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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 setSpringFrequencyHz(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 getSpringFrequencyHz() 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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/**
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* Get the spring damping ratio.
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**/
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float getSpringDampingRatio() const;
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};
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} // box2d
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} // physics
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} // love
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#endif // LOVE_PHYSICS_BOX2D_WHEEL_JOINT_H
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