/** * Copyright (c) 2006-2013 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_GEAR_JOINT_H #define LOVE_PHYSICS_BOX2D_GEAR_JOINT_H // Module #include "Joint.h" namespace love { namespace physics { namespace box2d { /** * A gear joint is used to connect two joints together. Either joint * can be a revolute or prismatic joint. You specify a gear ratio * to bind the motions together: * coordinate1 + ratio * coordinate2 = constant * * The ratio can be negative or positive. If one joint is a revolute joint * and the other joint is a prismatic joint, then the ratio will have units * of length or units of 1/length. * Warning: The revolute and prismatic joints must be attached to * fixed bodies (which must be body1 on those joints). **/ class GearJoint : public Joint { public: /** * Creates a GearJoint connecting joint1 to joint2. **/ GearJoint(Joint *joint1, Joint *joint2, float ratio, bool collideConnected); virtual ~GearJoint(); /** * Sets the ratio. **/ void setRatio(float ratio); /** * Gets the ratio. **/ float getRatio() const; private: // The Box2D GearJoint object. b2GearJoint *joint; }; } // box2d } // physics } // love #endif // LOVE_PHYSICS_BOX2D_GEAR_JOINT_H