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Add second body anchor point to FrictionJoint/WeldJoint constructors
--HG-- branch : box2d-update
This commit is contained in:
@@ -33,11 +33,12 @@ 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, bool collideConnected)
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FrictionJoint::FrictionJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, 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, Physics::scaleDown(b2Vec2(x,y)));
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def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
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def.localAnchorB = Physics::scaleDown(b2Vec2(xB, yB));
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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, bool collideConnected);
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FrictionJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected);
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virtual ~FrictionJoint();
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@@ -182,14 +182,14 @@ namespace box2d
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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, bool collideConnected)
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FrictionJoint * Physics::newFrictionJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected)
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{
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return new FrictionJoint(body1, body2, x, y, collideConnected);
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return new FrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected);
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}
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WeldJoint * Physics::newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
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WeldJoint * Physics::newWeldJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected)
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{
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return new WeldJoint(body1, body2, x, y, collideConnected);
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return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);
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}
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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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@@ -215,19 +215,23 @@ namespace box2d
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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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* @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 collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, 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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* @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 collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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WeldJoint * newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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WeldJoint * newWeldJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected);
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/**
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* Creates a new WheelJoint connecting body1 with body2.
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@@ -33,11 +33,12 @@ namespace physics
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{
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namespace box2d
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{
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WeldJoint::WeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
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WeldJoint::WeldJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected)
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: Joint(body1, body2), joint(NULL)
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{
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b2WeldJointDef def;
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def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(x,y)));
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def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
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def.localAnchorB = Physics::scaleDown(b2Vec2(xB, yB));
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def.collideConnected = collideConnected;
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joint = (b2WeldJoint*)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 WeldJoint connecting body1 and body2.
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**/
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WeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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WeldJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected);
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virtual ~WeldJoint();
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@@ -234,10 +234,20 @@ 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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bool collideConnected = luax_optboolean(L, 5, false);
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FrictionJoint * j = instance->newFrictionJoint(body1, body2, x, y, 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;
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bool collideConnected;
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if (lua_gettop(L) >= 6) {
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xB = (float)luaL_checknumber(L, 5);
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yB = (float)luaL_checknumber(L, 6);
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collideConnected = luax_optboolean(L, 7, false);
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} else {
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xB = xA;
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yB = yA;
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collideConnected = luax_optboolean(L, 5, false);
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}
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FrictionJoint * j = instance->newFrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected);
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luax_newtype(L, "FrictionJoint", PHYSICS_FRICTION_JOINT_T, (void*)j);
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return 1;
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}
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@@ -246,10 +256,20 @@ 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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bool collideConnected = luax_optboolean(L, 5, false);
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WeldJoint * j = instance->newWeldJoint(body1, body2, x, y, 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;
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bool collideConnected;
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if (lua_gettop(L) >= 6) {
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xB = (float)luaL_checknumber(L, 5);
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yB = (float)luaL_checknumber(L, 6);
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collideConnected = luax_optboolean(L, 7, false);
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} else {
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xB = xA;
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yB = yA;
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collideConnected = luax_optboolean(L, 5, false);
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}
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WeldJoint * j = instance->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);
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luax_newtype(L, "WeldJoint", PHYSICS_WELD_JOINT_T, (void*)j);
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return 1;
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}
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