/** * 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 "WeldJoint.h" #include "common/math.h" // Module #include "Body.h" #include "World.h" #include "Physics.h" namespace love { namespace physics { namespace box2d { love::Type WeldJoint::type("WeldJoint", &Joint::type); WeldJoint::WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected) : Joint(body1, body2) , joint(NULL) { b2WeldJointDef def; init(def, body1, body2, xA, yA, xB, yB, collideConnected); joint = (b2WeldJoint *)createJoint(&def); } WeldJoint::WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) : Joint(body1, body2) , joint(NULL) { b2WeldJointDef def; init(def, body1, body2, xA, yA, xB, yB, collideConnected); def.referenceAngle = referenceAngle; joint = (b2WeldJoint *)createJoint(&def); } WeldJoint::~WeldJoint() { } void WeldJoint::init(b2WeldJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected) { def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA))); def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB))); def.collideConnected = collideConnected; } void WeldJoint::setFrequency(float hz) { float stiffness, damping; b2LinearStiffness(stiffness, damping, hz, getDampingRatio(), joint->GetBodyA(), joint->GetBodyB()); joint->SetStiffness(stiffness); } float WeldJoint::getFrequency() const { float frequency, ratio; Physics::b2LinearFrequency(frequency, ratio, joint->GetStiffness(), joint->GetDamping(), joint->GetBodyA(), joint->GetBodyB()); return frequency; } void WeldJoint::setDampingRatio(float ratio) { float stiffness, damping; b2LinearStiffness(stiffness, damping, getFrequency(), ratio, joint->GetBodyA(), joint->GetBodyB()); joint->SetDamping(damping); } float WeldJoint::getDampingRatio() const { float frequency, ratio; Physics::b2LinearFrequency(frequency, ratio, joint->GetStiffness(), joint->GetDamping(), joint->GetBodyA(), joint->GetBodyB()); return ratio; } void WeldJoint::setStiffness(float k) { joint->SetStiffness(k); } float WeldJoint::getStiffness() const { return joint->GetStiffness(); } void WeldJoint::setDamping(float d) { joint->SetDamping(d); } float WeldJoint::getDamping() const { return joint->GetDamping(); } float WeldJoint::getReferenceAngle() const { return joint->GetReferenceAngle(); } } // box2d } // physics } // love