/** * 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. **/ #include "PulleyJoint.h" // Module #include "Body.h" #include "World.h" namespace love { namespace physics { namespace box2d { PulleyJoint::PulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio) : Joint(body1, body2), joint(NULL) { b2PulleyJointDef def; def.Initialize(body1->body, body2->body, world->scaleDown(groundAnchor1), world->scaleDown(groundAnchor2), \ world->scaleDown(anchor1), world->scaleDown(anchor2), ratio); joint = (b2PulleyJoint*)createJoint(&def); } PulleyJoint::~PulleyJoint() { destroyJoint(joint); joint = 0; } int PulleyJoint::getGroundAnchors(lua_State * L) { lua_pushnumber(L, world->scaleUp(joint->GetGroundAnchorA().x)); lua_pushnumber(L, world->scaleUp(joint->GetGroundAnchorA().y)); lua_pushnumber(L, world->scaleUp(joint->GetGroundAnchorB().x)); lua_pushnumber(L, world->scaleUp(joint->GetGroundAnchorB().y)); return 4; } float PulleyJoint::getLength1() const { return world->scaleUp(joint->GetLength1()); } float PulleyJoint::getLength2() const { return world->scaleUp(joint->GetLength2()); } float PulleyJoint::getRatio() const { return joint->GetRatio(); } } // box2d } // physics } // love