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121 lines
2.8 KiB
C++
121 lines
2.8 KiB
C++
/**
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* Copyright (c) 2006-2023 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "MouseJoint.h"
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// Module
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#include "Body.h"
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#include "World.h"
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#include "Physics.h"
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#include <float.h>
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namespace love
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{
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namespace physics
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{
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namespace box2d
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{
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love::Type MouseJoint::type("MouseJoint", &Joint::type);
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MouseJoint::MouseJoint(Body *body1, float x, float y)
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: Joint(body1)
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, joint(NULL)
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{
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if (body1->getType() == Body::BODY_KINEMATIC)
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throw love::Exception("Cannot attach a MouseJoint to a kinematic body");
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b2MouseJointDef def;
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def.bodyA = body1->world->getGroundBody();
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def.bodyB = body1->body;
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def.maxForce = 1000.0f * body1->body->GetMass();
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def.target = Physics::scaleDown(b2Vec2(x,y));
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Physics::computeLinearStiffness(def.stiffness, def.damping, 5.0, 0.7, def.bodyA, def.bodyB);
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joint = (b2MouseJoint *)createJoint(&def);
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}
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MouseJoint::~MouseJoint()
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{
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}
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void MouseJoint::setTarget(float x, float y)
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{
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joint->SetTarget(Physics::scaleDown(b2Vec2(x, y)));
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}
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int MouseJoint::getTarget(lua_State *L)
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{
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lua_pushnumber(L, Physics::scaleUp(joint->GetTarget().x));
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lua_pushnumber(L, Physics::scaleUp(joint->GetTarget().y));
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return 2;
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}
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void MouseJoint::setMaxForce(float force)
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{
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joint->SetMaxForce(Physics::scaleDown(force));
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}
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float MouseJoint::getMaxForce() const
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{
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return Physics::scaleUp(joint->GetMaxForce());
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}
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void MouseJoint::setStiffness(float k)
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{
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// This is kind of a crappy check. The Stiffness is used in an internal
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// box2d calculation whose result must be > FLT_EPSILON, but other variables
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// go into that calculation...
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if (k <= FLT_EPSILON * 2)
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throw love::Exception("MouseJoint Stiffness must be a positive number.");
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joint->SetStiffness(k);
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}
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float MouseJoint::getStiffness() const
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{
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return joint->GetStiffness();
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}
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void MouseJoint::setDamping(float d)
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{
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joint->SetDamping(d);
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}
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float MouseJoint::getDamping() const
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{
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return joint->GetDamping();
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}
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Body *MouseJoint::getBodyA() const
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{
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return Joint::getBodyB();
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}
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Body *MouseJoint::getBodyB() const
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{
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return nullptr;
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}
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} // box2d
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} // physics
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} // love
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