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Add second body anchor point to FrictionJoint/WeldJoint constructors
--HG-- branch : box2d-update
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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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