Files
love/src/modules/physics/box2d/Joint.cpp
T
2011-11-16 11:32:41 +01:00

137 lines
3.0 KiB
C++

/**
* 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 "Joint.h"
// STD
#include <bitset>
// Module
#include "Body.h"
#include "World.h"
#include "Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
Joint::Joint(Body * body1)
: body1(body1), body2(0), world(body1->world)
{
body1->retain();
}
Joint::Joint(Body * body1, Body * body2)
: body1(body1), body2(body2), world(body1->world)
{
body1->retain();
body2->retain();
}
Joint::~Joint()
{
if (body1 != 0)
body1->release();
if (body2 != 0)
body2->release();
joint = 0;
}
Joint::Type Joint::getType() const
{
switch(joint->GetType())
{
case e_revoluteJoint:
return JOINT_REVOLUTE;
case e_prismaticJoint:
return JOINT_PRISMATIC;
case e_distanceJoint:
return JOINT_DISTANCE;
case e_pulleyJoint:
return JOINT_PULLEY;
case e_mouseJoint:
return JOINT_MOUSE;
case e_gearJoint:
return JOINT_GEAR;
case e_frictionJoint:
return JOINT_FRICTION;
case e_weldJoint:
return JOINT_WELD;
case e_wheelJoint:
return JOINT_WHEEL;
case e_ropeJoint:
return JOINT_ROPE;
default:
return JOINT_INVALID;
}
}
int Joint::getAnchors(lua_State * L)
{
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorA().x));
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorA().y));
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorB().x));
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorB().y));
return 4;
}
int Joint::getReactionForce(lua_State * L)
{
float dt = (float)luaL_checknumber(L, 1);
b2Vec2 v = Physics::scaleUp(joint->GetReactionForce(dt));
lua_pushnumber(L, v.x);
lua_pushnumber(L, v.y);
return 2;
}
float Joint::getReactionTorque(float dt)
{
return Physics::scaleUp(Physics::scaleUp(joint->GetReactionTorque(dt)));
}
b2Joint * Joint::createJoint(b2JointDef * def)
{
joint = world->world->CreateJoint(def);
return joint;
}
void Joint::destroyJoint(b2Joint * joint)
{
if (joint != NULL)
world->world->DestroyJoint(joint);
}
bool Joint::isActive() const
{
return joint->IsActive();
}
bool Joint::getCollideConnected() const
{
return joint->GetCollideConnected();
}
} // box2d
} // physics
} // love