/** * Copyright (c) 2006-2011 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. **/ #ifndef LOVE_PHYSICS_BOX2D_JOINT_H #define LOVE_PHYSICS_BOX2D_JOINT_H // LOVE #include #include // Box2D #include namespace love { namespace physics { namespace box2d { // Forward declarations. class Body; class World; /** * A Joint acts as positioning constraints on Bodies. * A Joint can be used to prevent Bodies from going to * far apart, or coming too close together. **/ class Joint : public love::physics::Joint { friend class GearJoint; private: // A Joint must be destroyed *before* the bodies it acts upon, // and the world they reside in. We therefore need refs // parents and associations to prevent wrong destruction order. Body * body1, * body2; // The Box2D joint object. b2Joint * joint; protected: World * world; public: /** * This constructor will connect one end of the joint to body1, * and the other one to the default ground body. * * This constructor is mainly used by MouseJoint. **/ Joint(Body * body1); /** * Create a joint between body1 and body2. **/ Joint(Body * body1, Body * body2); virtual ~Joint(); /** * Gets the type of joint. **/ Type getType() const; /** * Gets the anchor positions of the Joint in world * coordinates. This is useful for debugdrawing the joint. **/ int getAnchors(lua_State * L); /** * Gets the reaction force on body2 at the joint anchor. **/ int getReactionForce(lua_State * L); /** * Gets the reaction torque on body2. **/ float getReactionTorque(); /** * Sets whether connected bodies should collide * or not. Default is false. **/ void setCollideConnected(bool collide); /** * Gets whether connected bodies should collide * or not. **/ bool getCollideConnected() const; protected: /** * Joints require pointers to a Box2D joint objects at * different polymorphic levels, which is why these function * were created. **/ /** * Creates a Joint, and ensures that the parent class * gets a copy of the pointer. **/ b2Joint * createJoint(b2JointDef * def); /** * Destroys the joint. This function was created just to * get some cinsistency. **/ void destroyJoint(b2Joint * joint); }; } // box2d } // physics } // love #endif // LOVE_PHYSICS_BOX2D_JOINT_H