/** * 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 "WheelJoint.h" // Module #include "Body.h" #include "World.h" #include "Physics.h" namespace love { namespace physics { namespace box2d { love::Type WheelJoint::type("WheelJoint", &Joint::type); WheelJoint::WheelJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected) : Joint(body1, body2) , joint(NULL) { b2WheelJointDef def; 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.collideConnected = collideConnected; joint = (b2WheelJoint *)createJoint(&def); } WheelJoint::~WheelJoint() { } float WheelJoint::getJointTranslation() const { return Physics::scaleUp(joint->GetJointTranslation()); } float WheelJoint::getJointSpeed() const { return Physics::scaleUp(joint->GetJointLinearSpeed()); } void WheelJoint::setMotorEnabled(bool enable) { return joint->EnableMotor(enable); } bool WheelJoint::isMotorEnabled() const { return joint->IsMotorEnabled(); } void WheelJoint::setMotorSpeed(float speed) { joint->SetMotorSpeed(speed); } float WheelJoint::getMotorSpeed() const { return joint->GetMotorSpeed(); } void WheelJoint::setMaxMotorTorque(float torque) { joint->SetMaxMotorTorque(Physics::scaleDown(Physics::scaleDown(torque))); } float WheelJoint::getMaxMotorTorque() const { return Physics::scaleUp(Physics::scaleUp(joint->GetMaxMotorTorque())); } float WheelJoint::getMotorTorque(float inv_dt) const { return Physics::scaleUp(Physics::scaleUp(joint->GetMotorTorque(inv_dt))); } void WheelJoint::setFrequency(float hz) { float stiffness, damping; b2AngularStiffness(stiffness, damping, hz, getDampingRatio(), joint->GetBodyA(), joint->GetBodyB()); joint->SetStiffness(stiffness); } float WheelJoint::getFrequency() const { float frequency, ratio; Physics::b2AngularFrequency(frequency, ratio, joint->GetStiffness(), joint->GetDamping(), joint->GetBodyA(), joint->GetBodyB()); return frequency; } void WheelJoint::setDampingRatio(float ratio) { float stiffness, damping; b2AngularStiffness(stiffness, damping, getFrequency(), ratio, joint->GetBodyA(), joint->GetBodyB()); joint->SetDamping(damping); } float WheelJoint::getDampingRatio() const { float frequency, ratio; Physics::b2AngularFrequency(frequency, ratio, joint->GetStiffness(), joint->GetDamping(), joint->GetBodyA(), joint->GetBodyB()); return ratio; } void WheelJoint::setStiffness(float k) { joint->SetStiffness(k); } float WheelJoint::getStiffness() const { return joint->GetStiffness(); } void WheelJoint::setDamping(float ratio) { joint->SetDamping(ratio); } float WheelJoint::getDamping() const { return joint->GetDamping(); } int WheelJoint::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; } } // box2d } // physics } // love