/** * 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_WELD_JOINT_H #define LOVE_PHYSICS_BOX2D_WELD_JOINT_H // Module #include "Joint.h" namespace love { namespace physics { namespace box2d { /** * A WeldJoint essentially glues two bodies together. **/ class WeldJoint : public Joint { private: // The Box2D weld joint object. b2WeldJoint * joint; public: /** * Creates a new WeldJoint connecting body1 and body2. **/ WeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected); virtual ~WeldJoint(); /** * Sets the response speed. **/ void setFrequency(float hz); /** * Gets the response speed. **/ float getFrequency() const; /** * Sets the damping ratio. * 0 = no damping, 1 = critical damping. **/ void setDampingRatio(float d); /** * Gets the damping ratio. * 0 = no damping, 1 = critical damping. **/ float getDampingRatio() const; }; } // box2d } // physics } // love #endif // LOVE_PHYSICS_BOX2D_WELD_JOINT_H