/** * Copyright (c) 2006-2010 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. **/ #include "PulleyJoint.h" // Module #include "Body.h" #include "World.h" namespace love { namespace physics { namespace box2d { PulleyJoint::PulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio) : Joint(body1, body2) { b2PulleyJointDef def; def.Initialize(body1->body, body2->body, world->scaleDown(groundAnchor1), world->scaleDown(groundAnchor2), \ world->scaleDown(anchor1), world->scaleDown(anchor2), ratio); joint = (b2PulleyJoint*)createJoint(&def); } PulleyJoint::~PulleyJoint() { destroyJoint(joint); joint = 0; } int PulleyJoint::getGroundAnchors(lua_State * L) { lua_pushnumber(L, world->scaleUp(joint->GetGroundAnchor1().x)); lua_pushnumber(L, world->scaleUp(joint->GetGroundAnchor1().y)); lua_pushnumber(L, world->scaleUp(joint->GetGroundAnchor2().x)); lua_pushnumber(L, world->scaleUp(joint->GetGroundAnchor2().y)); return 4; } void PulleyJoint::setMaxLengths(float maxlength1, float maxlength2) { // Apply Box2D's maximum lengths too. They know better. if (maxlength1 > 0) { joint->m_maxLength1 = b2Min(world->scaleDown(maxlength1), joint->m_constant - joint->m_ratio * b2_minPulleyLength); } if (maxlength2 > 0) { joint->m_maxLength2 = b2Min(world->scaleDown(maxlength2), (joint->m_constant - b2_minPulleyLength) / joint->m_ratio); } } int PulleyJoint::getMaxLengths(lua_State * L) { lua_pushnumber(L, world->scaleUp(joint->m_maxLength1)); lua_pushnumber(L, world->scaleUp(joint->m_maxLength2)); return 2; } void PulleyJoint::setConstant(float constant) { joint->m_constant = world->scaleDown(constant); // Update the max lengths, as does Box2D joint->m_maxLength1 = joint->m_constant - joint->m_ratio * b2_minPulleyLength; joint->m_maxLength2 = (joint->m_constant - b2_minPulleyLength) / joint->m_ratio; } float PulleyJoint::getConstant() const { return world->scaleUp(joint->m_constant); } float PulleyJoint::getLength1() const { return world->scaleUp(joint->GetLength1()); } float PulleyJoint::getLength2() const { return world->scaleUp(joint->GetLength2()); } void PulleyJoint::setRatio(float ratio) { joint->m_ratio = ratio; } float PulleyJoint::getRatio() const { return joint->m_ratio; } } // box2d } // physics } // love