Do the same for WheelJoint

--HG--
branch : box2d-update
This commit is contained in:
Bill Meltsner
2011-09-27 16:38:46 -04:00
parent 5244463109
commit d4703960a4
5 changed files with 32 additions and 16 deletions
+2 -2
View File
@@ -192,9 +192,9 @@ namespace box2d
return new WeldJoint(body1, body2, x, y, collideConnected);
}
WheelJoint * Physics::newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
WheelJoint * Physics::newWheelJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
{
return new WheelJoint(body1, body2, x, y, ax, ay, collideConnected);
return new WheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
}
RopeJoint * Physics::newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected)
+5 -3
View File
@@ -231,13 +231,15 @@ namespace box2d
/**
* Creates a new WheelJoint connecting body1 with body2.
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
* @param xA Anchor for body 1 along the x-axis. (World coordinates)
* @param yA Anchor for body 1 along the y-axis. (World coordinates)
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
* @param ax The x-component of the world-axis.
* @param ay The y-component of the world-axis.
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
WheelJoint * newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
WheelJoint * newWheelJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
/**
* Creates a new RopeJoint connecting body1 with body2.
+5 -4
View File
@@ -31,12 +31,13 @@ namespace physics
{
namespace box2d
{
WheelJoint::WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
WheelJoint::WheelJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2WheelJointDef def;
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(x,y)), b2Vec2(ax,ay));
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)), b2Vec2(ax,ay));
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.collideConnected = collideConnected;
joint = (b2WheelJoint*)createJoint(&def);
}
@@ -49,12 +50,12 @@ namespace box2d
float WheelJoint::getJointTranslation() const
{
return Physics::scaleDown(joint->GetJointTranslation());
return Physics::scaleUp(joint->GetJointTranslation());
}
float WheelJoint::getJointSpeed() const
{
return Physics::scaleDown(joint->GetJointSpeed());
return Physics::scaleUp(joint->GetJointSpeed());
}
void WheelJoint::enableMotor(bool motor)
+1 -1
View File
@@ -47,7 +47,7 @@ namespace box2d
/**
* Creates a new WheelJoint connecting body1 and body2.
**/
WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
WheelJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
virtual ~WheelJoint();
+19 -6
View File
@@ -258,12 +258,25 @@ namespace box2d
{
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
float ax = (float)luaL_checknumber(L, 5);
float ay = (float)luaL_checknumber(L, 6);
bool collideConnected = luax_optboolean(L, 7, false);
WheelJoint * j = instance->newWheelJoint(body1, body2, x, y, ax, ay, collideConnected);
float xA = (float)luaL_checknumber(L, 3);
float yA = (float)luaL_checknumber(L, 4);
float xB, yB, ax, ay;
bool collideConnected;
if (lua_gettop(L) >= 8) {
xB = (float)luaL_checknumber(L, 5);
yB = (float)luaL_checknumber(L, 6);
ax = (float)luaL_checknumber(L, 7);
ay = (float)luaL_checknumber(L, 8);
collideConnected = luax_optboolean(L, 9, false);
} else {
xB = xA;
yB = yA;
ax = (float)luaL_checknumber(L, 5);
ay = (float)luaL_checknumber(L, 6);
collideConnected = luax_optboolean(L, 7, false);
}
WheelJoint * j = instance->newWheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
luax_newtype(L, "WheelJoint", PHYSICS_WHEEL_JOINT_T, (void*)j);
return 1;
}