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/**
* Copyright (c) 2006-2009 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_DISTANCE_JOINT_H
#define LOVE_PHYSICS_BOX2D_DISTANCE_JOINT_H
// Module
#include "Joint.h"
namespace love
{
namespace physics
{
namespace box2d
{
/**
* The DistanceJoint keeps Bodies at a fixed distance
* from eachother.
**/
class DistanceJoint : public Joint
{
private:
// The Box2D DistanceJoint object.
b2DistanceJoint * joint;
public:
/**
* Creates a DistanceJoint connecting body1 to body2.
**/
DistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2);
virtual ~DistanceJoint();
/**
* Sets the equilibrium distance between the two bodies.
**/
void setLength(float length);
/**
* Gets the equilibrium distance between the two bodies.
**/
float getLength() const;
/**
* Sets the response speed.
**/
void setFrequency(float hz);
/**
* Gets the response speed.
**/
float getFrequency() const;
/**
* Sets the damping ratio.
* 0 = no damping, 1 = critical damping.
**/
void setDamping(float d);
/**
* Gets the damping ratio.
* 0 = no damping, 1 = critical damping.
**/
float getDamping() const;
};
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_DISTANCE_JOINT_H