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/**
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* Copyright (c) 2006-2009 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_GEAR_JOINT_H
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#define LOVE_PHYSICS_BOX2D_GEAR_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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* A gear joint is used to connect two joints together. Either joint
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* can be a revolute or prismatic joint. You specify a gear ratio
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* to bind the motions together:
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* coordinate1 + ratio * coordinate2 = constant
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*
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* The ratio can be negative or positive. If one joint is a revolute joint
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* and the other joint is a prismatic joint, then the ratio will have units
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* of length or units of 1/length.
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* Warning: The revolute and prismatic joints must be attached to
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* fixed bodies (which must be body1 on those joints).
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**/
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class GearJoint : public Joint
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{
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private:
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// The Box2D GearJoint object.
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b2GearJoint * joint;
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public:
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/**
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* Creates a GearJoint connecting joint1 to joint2.
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**/
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GearJoint(Joint * joint1, Joint * joint2, float ratio);
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virtual ~GearJoint();
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/**
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* Sets the ratio.
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**/
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void setRatio(float ratio);
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/**
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* Gets the ratio.
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**/
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float getRatio() 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_GEAR_JOINT_H
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