/** * 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 "FrictionJoint.h" #include // Module #include "Body.h" #include "World.h" #include "Physics.h" namespace love { namespace physics { namespace box2d { FrictionJoint::FrictionJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected) : Joint(body1, body2), joint(NULL) { b2FrictionJointDef def; def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA))); def.localAnchorB = Physics::scaleDown(b2Vec2(xB, yB)); def.collideConnected = collideConnected; joint = (b2FrictionJoint*)createJoint(&def); } FrictionJoint::~FrictionJoint() { destroyJoint(joint); joint = 0; } void FrictionJoint::setMaxForce(float force) { joint->SetMaxForce(Physics::scaleDown(force)); } float FrictionJoint::getMaxForce() const { return Physics::scaleUp(joint->GetMaxForce()); } void FrictionJoint::setMaxTorque(float torque) { joint->SetMaxTorque(Physics::scaleDown(Physics::scaleDown(torque))); } float FrictionJoint::getMaxTorque() const { return Physics::scaleUp(Physics::scaleUp(joint->GetMaxTorque())); } } // box2d } // physics } // love