/** * Copyright (c) 2006-2020 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 "PrismaticJoint.h" // Module #include "Body.h" #include "World.h" #include "Physics.h" namespace love { namespace physics { namespace box2d { love::Type PrismaticJoint::type("PrismaticJoint", &Joint::type); PrismaticJoint::PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected) : Joint(body1, body2) , joint(NULL) { b2PrismaticJointDef def; init(def, body1, body2, xA, yA, xB, yB, ax, ay, collideConnected); joint = (b2PrismaticJoint *)createJoint(&def); } PrismaticJoint::PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle) : Joint(body1, body2) , joint(NULL) { b2PrismaticJointDef def; init(def, body1, body2, xA, yA, xB, yB, ax, ay, collideConnected); def.referenceAngle = referenceAngle; joint = (b2PrismaticJoint *)createJoint(&def); } PrismaticJoint::~PrismaticJoint() { } void PrismaticJoint::init(b2PrismaticJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected) { def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)), b2Vec2(ax,ay)); def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB))); def.lowerTranslation = 0.0f; def.upperTranslation = 100.0f; def.enableLimit = true; def.collideConnected = collideConnected; } float PrismaticJoint::getJointTranslation() const { return Physics::scaleUp(joint->GetJointTranslation()); } float PrismaticJoint::getJointSpeed() const { return Physics::scaleUp(joint->GetJointSpeed()); } void PrismaticJoint::setMotorEnabled(bool enable) { return joint->EnableMotor(enable); } bool PrismaticJoint::isMotorEnabled() const { return joint->IsMotorEnabled(); } void PrismaticJoint::setMaxMotorForce(float force) { joint->SetMaxMotorForce(Physics::scaleDown(force)); } void PrismaticJoint::setMotorSpeed(float speed) { joint->SetMotorSpeed(Physics::scaleDown(speed)); } float PrismaticJoint::getMotorSpeed() const { return Physics::scaleUp(joint->GetMotorSpeed()); } float PrismaticJoint::getMotorForce(float inv_dt) const { return Physics::scaleUp(joint->GetMotorForce(inv_dt)); } float PrismaticJoint::getMaxMotorForce() const { return Physics::scaleUp(joint->GetMaxMotorForce()); } void PrismaticJoint::setLimitsEnabled(bool enable) { joint->EnableLimit(enable); } bool PrismaticJoint::areLimitsEnabled() const { return joint->IsLimitEnabled(); } void PrismaticJoint::setUpperLimit(float limit) { joint->SetLimits(joint->GetLowerLimit(), Physics::scaleDown(limit)); } void PrismaticJoint::setLowerLimit(float limit) { joint->SetLimits(Physics::scaleDown(limit), joint->GetUpperLimit()); } void PrismaticJoint::setLimits(float lower, float upper) { joint->SetLimits(Physics::scaleDown(lower), Physics::scaleDown(upper)); } float PrismaticJoint::getLowerLimit() const { return Physics::scaleUp(joint->GetLowerLimit()); } float PrismaticJoint::getUpperLimit() const { return Physics::scaleUp(joint->GetUpperLimit()); } int PrismaticJoint::getLimits(lua_State *L) { lua_pushnumber(L, Physics::scaleUp(joint->GetLowerLimit())); lua_pushnumber(L, Physics::scaleUp(joint->GetUpperLimit())); return 2; } int PrismaticJoint::getAxis(lua_State *L) { b2Vec2 axis = joint->GetLocalAxisA(); getBodyA()->getWorldVector(axis.x, axis.y, axis.x, axis.y); lua_pushnumber(L, axis.x); lua_pushnumber(L, axis.y); return 2; } float PrismaticJoint::getReferenceAngle() const { return joint->GetReferenceAngle(); } } // box2d } // physics } // love