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.
**/
#ifndef LOVE_PHYSICS_BOX2D_WHEEL_JOINT_H
#define LOVE_PHYSICS_BOX2D_WHEEL_JOINT_H
// Module
#include "Joint.h"
namespace love
{
namespace physics
{
namespace box2d
{
/**
* WheelJoints provide two degrees of freedom: translation
* along a defined axis and rotation in the plane. Designed
* for vehicle suspensions.
**/
class WheelJoint : public Joint
{
private:
// The Box2D wheel joint object.
b2WheelJoint * joint;
public:
/**
* Creates a new WheelJoint connecting body1 and body2.
**/
WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay);
virtual ~WheelJoint();
/**
* Get the current joint translation, usually in meters.
**/
float getJointTranslation() const;
/**
* Get the current joint translation speed, usually in meters per second.
**/
float getJointSpeed() const;
/**
* Enable/disable the joint motor.
**/
void enableMotor(bool motor);
/**
* Checks whether the motor is enabled.
**/
bool isMotorEnabled() const;
/**
* Set the motor speed, usually in meters per second.
**/
void setMotorSpeed(float speed);
/**
* Get the motor speed, usually in meters per second.
**/
float getMotorSpeed() const;
/**
* Set the maximum motor torque, usually in N.
**/
void setMaxMotorTorque(float torque);
/**
* Get the maximum motor torque, usually in N.
**/
float getMaxMotorTorque() const;
/**
* Get the current motor torque, usually in N.
* @param inv_dt The inverse time step.
**/
float getMotorTorque(float inv_dt) const;
/**
* Set the spring frequency, in hertz. Setting the frequency to 0
* disables the spring.
**/
void setSpringFrequencyHz(float hz);
/**
* Get the spring frequency, in hertz.
**/
float getSpringFrequencyHz() const;
/**
* Set the spring damping ratio.
**/
void setSpringDampingRatio(float ratio);
/**
* Get the spring damping ratio.
**/
float getSpringDampingRatio() const;
};
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_WHEEL_JOINT_H