mirror of
https://github.com/love2d/love.git
synced 2026-08-15 15:51:12 +02:00
exposed collideConnected flag
--HG-- branch : box2d-update
This commit is contained in:
@@ -30,11 +30,12 @@ namespace physics
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{
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namespace box2d
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{
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DistanceJoint::DistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2)
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DistanceJoint::DistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected)
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: Joint(body1, body2), joint(NULL)
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{
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b2DistanceJointDef def;
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def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x1,y1)), world->scaleDown(b2Vec2(x2,y2)));
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def.collideConnected = collideConnected;
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joint = (b2DistanceJoint*)createJoint(&def);
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}
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@@ -44,7 +44,7 @@ namespace box2d
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/**
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* Creates a DistanceJoint connecting body1 to body2.
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**/
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DistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2);
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DistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected);
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virtual ~DistanceJoint();
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@@ -32,11 +32,12 @@ namespace physics
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{
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namespace box2d
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{
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FrictionJoint::FrictionJoint(Body * body1, Body * body2, float x, float y)
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FrictionJoint::FrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
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: Joint(body1, body2), joint(NULL)
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{
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b2FrictionJointDef def;
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def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)));
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def.collideConnected = collideConnected;
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joint = (b2FrictionJoint*)createJoint(&def);
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}
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@@ -45,7 +45,7 @@ namespace box2d
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/**
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* Creates a new FrictionJoint connecting body1 and body2.
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**/
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FrictionJoint(Body * body1, Body * body2, float x, float y);
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FrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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virtual ~FrictionJoint();
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@@ -30,7 +30,7 @@ namespace physics
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{
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namespace box2d
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{
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GearJoint::GearJoint(Joint * joint1, Joint * joint2, float ratio)
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GearJoint::GearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected)
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: Joint(joint1->body2, joint2->body2), joint(NULL)
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{
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b2GearJointDef def;
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@@ -39,6 +39,7 @@ namespace box2d
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def.bodyA = joint1->body2->body;
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def.bodyB = joint2->body2->body;
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def.ratio = ratio;
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def.collideConnected = collideConnected;
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joint = (b2GearJoint*)createJoint(&def);
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}
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@@ -52,7 +52,7 @@ namespace box2d
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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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GearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected);
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virtual ~GearJoint();
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@@ -144,9 +144,9 @@ namespace box2d
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return 1;
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}
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DistanceJoint * Physics::newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2)
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DistanceJoint * Physics::newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected)
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{
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return new DistanceJoint(body1, body2, x1, y1, x2, y2);
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return new DistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);
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}
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MouseJoint * Physics::newMouseJoint(Body * body, float x, float y)
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@@ -154,44 +154,44 @@ namespace box2d
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return new MouseJoint(body, x, y);
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}
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RevoluteJoint * Physics::newRevoluteJoint(Body * body1, Body * body2, float x, float y)
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RevoluteJoint * Physics::newRevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
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{
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return new RevoluteJoint(body1, body2, x, y);
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return new RevoluteJoint(body1, body2, x, y, collideConnected);
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}
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PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay)
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PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
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{
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return new PrismaticJoint(body1, body2, x, y, ax, ay);
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return new PrismaticJoint(body1, body2, x, y, ax, ay, collideConnected);
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}
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PulleyJoint * Physics::newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio)
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PulleyJoint * Physics::newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
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{
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return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio);
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return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio, collideConnected);
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}
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GearJoint * Physics::newGearJoint(Joint * joint1, Joint * joint2, float ratio)
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GearJoint * Physics::newGearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected)
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{
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return new GearJoint(joint1, joint2, ratio);
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return new GearJoint(joint1, joint2, ratio, collideConnected);
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}
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FrictionJoint * Physics::newFrictionJoint(Body * body1, Body * body2, float x, float y)
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FrictionJoint * Physics::newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
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{
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return new FrictionJoint(body1, body2, x, y);
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return new FrictionJoint(body1, body2, x, y, collideConnected);
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}
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WeldJoint * Physics::newWeldJoint(Body * body1, Body * body2, float x, float y)
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WeldJoint * Physics::newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
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{
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return new WeldJoint(body1, body2, x, y);
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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)
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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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{
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return new WheelJoint(body1, body2, x, y, ax, ay);
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return new WheelJoint(body1, body2, x, y, 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)
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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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{
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return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength);
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return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
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}
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} // box2d
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@@ -158,7 +158,7 @@ namespace box2d
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* @param x2 Anchor2 along the x-axis. (World coordinates)
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* @param y2 Anchor2 along the y-axis. (World coordinates)
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**/
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DistanceJoint * newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2);
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DistanceJoint * newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected);
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/**
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* Creates a new MouseJoint connecting the body with an arbitrary point.
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@@ -172,7 +172,7 @@ namespace box2d
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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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**/
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RevoluteJoint * newRevoluteJoint(Body * body1, Body * body2, float x, float y);
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RevoluteJoint * newRevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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/**
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* Creates a new PrismaticJoint connecting body1 with body2.
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@@ -181,7 +181,7 @@ namespace box2d
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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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**/
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PrismaticJoint * newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay);
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PrismaticJoint * newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
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/**
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* Creates a new PulleyJoint connecting body1 with body2.
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@@ -191,7 +191,7 @@ namespace box2d
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* @param anchor2 World anchor on body2.
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* @param ratio The pulley ratio.
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**/
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PulleyJoint * newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio);
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PulleyJoint * newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected);
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/**
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* Creates a new GearJoint connecting joint1 with joint2.
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@@ -199,21 +199,21 @@ namespace box2d
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* @param joint2 The second joint.
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* @param ratio The gear ratio.
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**/
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GearJoint * newGearJoint(Joint * joint1, Joint * joint2, float ratio);
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GearJoint * newGearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected);
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/**
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* Creates a new FrictionJoint 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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**/
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FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float x, float y);
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FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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/**
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* Creates a new WeldJoint 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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**/
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WeldJoint * newWeldJoint(Body * body1, Body * body2, float x, float y);
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WeldJoint * newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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/**
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* Creates a new WheelJoint connecting body1 with body2.
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@@ -222,7 +222,7 @@ namespace box2d
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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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**/
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WheelJoint * newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay);
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WheelJoint * newWheelJoint(Body * body1, Body * body2, float x, float y, 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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@@ -232,7 +232,7 @@ namespace box2d
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* @param y2 Anchor2 along the y-axis. (Local coordinates)
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* @param maxLength The maximum distance for the bodies.
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**/
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RopeJoint * newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength);
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RopeJoint * newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
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}; // Physics
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@@ -30,7 +30,7 @@ namespace physics
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{
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namespace box2d
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{
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PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay)
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PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
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: Joint(body1, body2), joint(NULL)
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{
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b2PrismaticJointDef def;
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@@ -39,6 +39,7 @@ namespace box2d
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def.lowerTranslation = 0.0f;
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def.upperTranslation = 100.0f;
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def.enableLimit = true;
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def.collideConnected = collideConnected;
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joint = (b2PrismaticJoint*)createJoint(&def);
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}
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@@ -46,7 +46,7 @@ namespace box2d
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/**
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* Creates a new PrismaticJoint connecting body1 and body2.
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**/
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PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay);
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PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
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virtual ~PrismaticJoint();
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@@ -30,12 +30,13 @@ namespace physics
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{
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namespace box2d
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{
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PulleyJoint::PulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio)
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PulleyJoint::PulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
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: Joint(body1, body2), joint(NULL)
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{
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b2PulleyJointDef def;
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def.Initialize(body1->body, body2->body, world->scaleDown(groundAnchor1), world->scaleDown(groundAnchor2), \
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world->scaleDown(anchor1), world->scaleDown(anchor2), ratio);
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def.collideConnected = collideConnected;
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joint = (b2PulleyJoint*)createJoint(&def);
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}
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@@ -46,7 +46,7 @@ namespace box2d
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/**
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* Creates a PulleyJoint connecting body1 to body2.
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**/
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PulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio);
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PulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected);
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virtual ~PulleyJoint();
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@@ -32,11 +32,12 @@ namespace physics
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{
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namespace box2d
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{
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RevoluteJoint::RevoluteJoint(Body * body1, Body * body2, float x, float y)
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RevoluteJoint::RevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
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: Joint(body1, body2), joint(NULL)
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{
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b2RevoluteJointDef def;
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def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)));
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def.collideConnected = collideConnected;
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joint = (b2RevoluteJoint*)createJoint(&def);
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}
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|
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|
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@@ -46,7 +46,7 @@ namespace box2d
|
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/**
|
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* Creates a new RevoluteJoint connecting body1 and body2.
|
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**/
|
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RevoluteJoint(Body * body1, Body * body2, float x, float y);
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RevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
|
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|
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virtual ~RevoluteJoint();
|
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|
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|
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@@ -30,7 +30,7 @@ namespace physics
|
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{
|
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namespace box2d
|
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{
|
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RopeJoint::RopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength)
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RopeJoint::RopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected)
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: Joint(body1, body2), joint(NULL)
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{
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b2RopeJointDef def;
|
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@@ -39,6 +39,7 @@ namespace box2d
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def.localAnchorA = world->scaleDown(b2Vec2(x1,y1));
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def.localAnchorB = world->scaleDown(b2Vec2(x2,y2));
|
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def.maxLength = world->scaleDown(maxLength);
|
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def.collideConnected = collideConnected;
|
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joint = (b2RopeJoint*)createJoint(&def);
|
||||
}
|
||||
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace box2d
|
||||
/**
|
||||
* Creates a RopeJoint connecting body1 to body2.
|
||||
**/
|
||||
RopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength);
|
||||
RopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
|
||||
|
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virtual ~RopeJoint();
|
||||
|
||||
|
||||
@@ -32,11 +32,12 @@ namespace physics
|
||||
{
|
||||
namespace box2d
|
||||
{
|
||||
WeldJoint::WeldJoint(Body * body1, Body * body2, float x, float y)
|
||||
WeldJoint::WeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
|
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: Joint(body1, body2), joint(NULL)
|
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{
|
||||
b2WeldJointDef def;
|
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def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)));
|
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def.collideConnected = collideConnected;
|
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joint = (b2WeldJoint*)createJoint(&def);
|
||||
}
|
||||
|
||||
|
||||
@@ -45,7 +45,7 @@ namespace box2d
|
||||
/**
|
||||
* Creates a new WeldJoint connecting body1 and body2.
|
||||
**/
|
||||
WeldJoint(Body * body1, Body * body2, float x, float y);
|
||||
WeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
|
||||
|
||||
virtual ~WeldJoint();
|
||||
|
||||
|
||||
@@ -30,12 +30,13 @@ namespace physics
|
||||
{
|
||||
namespace box2d
|
||||
{
|
||||
WheelJoint::WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay)
|
||||
WheelJoint::WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
|
||||
: Joint(body1, body2), joint(NULL)
|
||||
{
|
||||
b2WheelJointDef def;
|
||||
|
||||
def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)), b2Vec2(ax,ay));
|
||||
def.collideConnected = collideConnected;
|
||||
joint = (b2WheelJoint*)createJoint(&def);
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
|
||||
|
||||
virtual ~WheelJoint();
|
||||
|
||||
|
||||
@@ -136,7 +136,8 @@ namespace box2d
|
||||
float y1 = (float)luaL_checknumber(L, 4);
|
||||
float x2 = (float)luaL_checknumber(L, 5);
|
||||
float y2 = (float)luaL_checknumber(L, 6);
|
||||
DistanceJoint * j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2);
|
||||
bool collideConnected = luax_optboolean(L, 7, false);
|
||||
DistanceJoint * j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);
|
||||
luax_newtype(L, "DistanceJoint", PHYSICS_DISTANCE_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
@@ -157,7 +158,8 @@ namespace box2d
|
||||
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);
|
||||
RevoluteJoint * j = instance->newRevoluteJoint(body1, body2, x, y);
|
||||
bool collideConnected = luax_optboolean(L, 5, false);
|
||||
RevoluteJoint * j = instance->newRevoluteJoint(body1, body2, x, y, collideConnected);
|
||||
luax_newtype(L, "RevoluteJoint", PHYSICS_REVOLUTE_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
@@ -170,7 +172,8 @@ namespace box2d
|
||||
float y = (float)luaL_checknumber(L, 4);
|
||||
float ax = (float)luaL_checknumber(L, 5);
|
||||
float ay = (float)luaL_checknumber(L, 6);
|
||||
PrismaticJoint * j = instance->newPrismaticJoint(body1, body2, x, y, ax, ay);
|
||||
bool collideConnected = luax_optboolean(L, 7, false);
|
||||
PrismaticJoint * j = instance->newPrismaticJoint(body1, body2, x, y, ax, ay, collideConnected);
|
||||
luax_newtype(L, "PrismaticJoint", PHYSICS_PRISMATIC_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
@@ -188,8 +191,9 @@ namespace box2d
|
||||
float x2 = (float)luaL_checknumber(L, 9);
|
||||
float y2 = (float)luaL_checknumber(L, 10);
|
||||
float ratio = (float)luaL_optnumber(L, 11, 1.0);
|
||||
bool collideConnected = luax_optboolean(L, 12, true); // PulleyJoints default to colliding connected bodies, see b2PulleyJoint.h
|
||||
|
||||
PulleyJoint * j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio);
|
||||
PulleyJoint * j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio, collideConnected);
|
||||
luax_newtype(L, "PulleyJoint", PHYSICS_PULLEY_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
@@ -199,8 +203,9 @@ namespace box2d
|
||||
Joint * joint1 = luax_checktype<Joint>(L, 1, "Joint", PHYSICS_JOINT_T);
|
||||
Joint * joint2 = luax_checktype<Joint>(L, 2, "Joint", PHYSICS_JOINT_T);
|
||||
float ratio = (float)luaL_optnumber(L, 3, 1.0);
|
||||
bool collideConnected = luax_optboolean(L, 4, false);
|
||||
|
||||
GearJoint * j = instance->newGearJoint(joint1, joint2, ratio);
|
||||
GearJoint * j = instance->newGearJoint(joint1, joint2, ratio, collideConnected);
|
||||
luax_newtype(L, "GearJoint", PHYSICS_GEAR_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
@@ -211,7 +216,8 @@ namespace box2d
|
||||
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);
|
||||
FrictionJoint * j = instance->newFrictionJoint(body1, body2, x, y);
|
||||
bool collideConnected = luax_optboolean(L, 5, false);
|
||||
FrictionJoint * j = instance->newFrictionJoint(body1, body2, x, y, collideConnected);
|
||||
luax_newtype(L, "FrictionJoint", PHYSICS_FRICTION_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
@@ -222,7 +228,8 @@ namespace box2d
|
||||
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);
|
||||
WeldJoint * j = instance->newWeldJoint(body1, body2, x, y);
|
||||
bool collideConnected = luax_optboolean(L, 5, false);
|
||||
WeldJoint * j = instance->newWeldJoint(body1, body2, x, y, collideConnected);
|
||||
luax_newtype(L, "WeldJoint", PHYSICS_WELD_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
@@ -235,7 +242,8 @@ namespace box2d
|
||||
float y = (float)luaL_checknumber(L, 4);
|
||||
float ax = (float)luaL_checknumber(L, 5);
|
||||
float ay = (float)luaL_checknumber(L, 6);
|
||||
WheelJoint * j = instance->newWheelJoint(body1, body2, x, y, ax, ay);
|
||||
bool collideConnected = luax_optboolean(L, 7, false);
|
||||
WheelJoint * j = instance->newWheelJoint(body1, body2, x, y, ax, ay, collideConnected);
|
||||
luax_newtype(L, "WheelJoint", PHYSICS_WHEEL_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
@@ -249,7 +257,8 @@ namespace box2d
|
||||
float x2 = (float)luaL_checknumber(L, 5);
|
||||
float y2 = (float)luaL_checknumber(L, 6);
|
||||
float maxLength = (float)luaL_checknumber(L, 7);
|
||||
RopeJoint * j = instance->newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength);
|
||||
bool collideConnected = luax_optboolean(L, 8, false);
|
||||
RopeJoint * j = instance->newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
|
||||
luax_newtype(L, "RopeJoint", PHYSICS_ROPE_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user