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