/** * Copyright (c) 2006-2023 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 "RevoluteJoint.h" #include "common/math.h" // Module #include "Body.h" #include "World.h" #include "Physics.h" namespace love { namespace physics { namespace box2d { love::Type RevoluteJoint::type("RevoluteJoint", &Joint::type); RevoluteJoint::RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected) : Joint(body1, body2) , joint(NULL) { b2RevoluteJointDef def; init(def, body1, body2, xA, yA, xB, yB, collideConnected); joint = (b2RevoluteJoint *)createJoint(&def); } RevoluteJoint::RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) : Joint(body1, body2) , joint(NULL) { b2RevoluteJointDef def; init(def, body1, body2, xA, yA, xB, yB, collideConnected); def.referenceAngle = referenceAngle; joint = (b2RevoluteJoint *)createJoint(&def); } RevoluteJoint::~RevoluteJoint() { } void RevoluteJoint::init(b2RevoluteJointDef &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; } float RevoluteJoint::getJointAngle() const { return joint->GetJointAngle(); } float RevoluteJoint::getJointSpeed() const { return joint->GetJointSpeed(); } void RevoluteJoint::setMotorEnabled(bool enable) { return joint->EnableMotor(enable); } bool RevoluteJoint::isMotorEnabled() const { return joint->IsMotorEnabled(); } void RevoluteJoint::setMaxMotorTorque(float torque) { joint->SetMaxMotorTorque(Physics::scaleDown(Physics::scaleDown(torque))); } void RevoluteJoint::setMotorSpeed(float speed) { joint->SetMotorSpeed(speed); } float RevoluteJoint::getMotorSpeed() const { return joint->GetMotorSpeed(); } float RevoluteJoint::getMotorTorque(float dt) const { float inv_dt = 1.0f / dt; return Physics::scaleUp(Physics::scaleUp(joint->GetMotorTorque(inv_dt))); } float RevoluteJoint::getMaxMotorTorque() const { return Physics::scaleUp(Physics::scaleUp(joint->GetMaxMotorTorque())); } void RevoluteJoint::setLimitsEnabled(bool enable) { joint->EnableLimit(enable); } bool RevoluteJoint::areLimitsEnabled() const { return joint->IsLimitEnabled(); } void RevoluteJoint::setUpperLimit(float limit) { joint->SetLimits(joint->GetLowerLimit(), limit); } void RevoluteJoint::setLowerLimit(float limit) { joint->SetLimits(limit, joint->GetUpperLimit()); } void RevoluteJoint::setLimits(float lower, float upper) { joint->SetLimits(lower, upper); } float RevoluteJoint::getLowerLimit() const { return joint->GetLowerLimit(); } float RevoluteJoint::getUpperLimit() const { return joint->GetUpperLimit(); } int RevoluteJoint::getLimits(lua_State *L) { lua_pushnumber(L, joint->GetLowerLimit()); lua_pushnumber(L, joint->GetUpperLimit()); return 2; } float RevoluteJoint::getReferenceAngle() const { return joint->GetReferenceAngle(); } } // box2d } // physics } // love