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4980797afc
--HG-- branch : box2d-update
335 lines
12 KiB
C++
335 lines
12 KiB
C++
/**
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* Copyright (c) 2006-2011 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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#ifndef LOVE_PHYSICS_BOX2D_PHYSICS_H
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#define LOVE_PHYSICS_BOX2D_PHYSICS_H
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// LOVE
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#include <common/Module.h>
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#include "World.h"
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#include "Contact.h"
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#include "Body.h"
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#include "Shape.h"
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#include "CircleShape.h"
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#include "PolygonShape.h"
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#include "EdgeShape.h"
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#include "ChainShape.h"
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#include "Joint.h"
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#include "MouseJoint.h"
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#include "DistanceJoint.h"
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#include "PrismaticJoint.h"
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#include "RevoluteJoint.h"
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#include "PulleyJoint.h"
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#include "GearJoint.h"
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#include "FrictionJoint.h"
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#include "WeldJoint.h"
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#include "WheelJoint.h"
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#include "RopeJoint.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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class Physics : public Module
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{
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private:
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// The length of one meter in pixels.
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static int meter;
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public:
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/**
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* 30 pixels in one meter by default.
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**/
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static const int DEFAULT_METER = 30;
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// Implements Module.
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const char * getName() const;
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/**
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* Creates a new World.
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* @param gx Gravity along x-axis.
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* @param gy Gravity along y-axis.
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* @param sleep Whether the World allows sleep.
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* @param meter The scale in px/m.
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**/
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World * newWorld(float gx, float gy, bool sleep, int meter);
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/**
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* Creates a new Body at the specified position.
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* @param world The world to create the Body in.
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* @param x The position along the x-axis.
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* @param x The position along the y-axis.
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* @param m The mass.
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* @param i The rotational inertia.
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**/
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Body * newBody(World * world, float x, float y, float m, float i);
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/**
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* Creates a new Body at the specified position.
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* @param world The world to create the Body in.
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* @param x The position along the x-axis.
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* @param x The position along the y-axis.
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**/
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Body * newBody(World * world, float x, float y);
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/**
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* Creates a new Body at (0, 0)
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* @param world The world to create the Body in.
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**/
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Body * newBody(World * world);
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/**
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* Creates a new CircleShape at (0, 0).
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* @param radius The radius of the circle.
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**/
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CircleShape * newCircleShape(float radius);
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/**
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* Creates a new CircleShape at (x,y) in local coordinates.
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* @param x The offset along the x-axis.
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* @param y The offset along the y-axis.
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* @param radius The radius of the circle.
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**/
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CircleShape * newCircleShape(float x, float y, float radius);
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/**
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* Shorthand for creating rectangular PolygonShapes. The rectangle
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* will be created at the local origin.
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* @param w The width of the rectangle.
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* @param h The height of the rectangle.
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**/
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PolygonShape * newRectangleShape(float w, float h);
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/**
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* Shorthand for creating rectangular PolygonShapes. The rectangle
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* will be created at (x,y) in local coordinates.
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* @param x The offset along the x-axis.
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* @param y The offset along the y-axis.
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* @param w The width of the rectangle.
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* @param h The height of the rectangle.
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**/
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PolygonShape * newRectangleShape(float x, float y, float w, float h);
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/**
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* Shorthand for creating rectangular PolygonShapes. The rectangle
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* will be created at (x,y) in local coordinates.
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* @param x The offset along the x-axis.
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* @param y The offset along the y-axis.
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* @param w The width of the rectangle.
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* @param h The height of the rectangle.
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* @param angle The angle of the rectangle. (rad)
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**/
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PolygonShape * newRectangleShape(float x, float y, float w, float h, float angle);
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/**
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* Creates a new EdgeShape. The edge will be created from
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* (x1,y1) to (x2,y2) in local coordinates.
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* @param x1 The x coordinate of the first point.
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* @param y1 The y coordinate of the first point.
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* @param x2 The x coordinate of the second point.
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* @param y2 The y coordinate of the second point.
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**/
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EdgeShape * newEdgeShape(float x1, float y1, float x2, float y2);
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/**
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* Creates a new PolygonShape.
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* @param ... A variable number of vertices.
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**/
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int newPolygonShape(lua_State * L);
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/**
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* Creates a new ChainShape.
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* @param ... A variable number of vertices.
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**/
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int newChainShape(lua_State * L);
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/**
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* Creates a new DistanceJoint connecting body1 with body2.
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* @param x1 Anchor1 along the x-axis. (World coordinates)
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* @param y1 Anchor1 along the y-axis. (World coordinates)
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* @param x2 Anchor2 along the x-axis. (World coordinates)
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* @param y2 Anchor2 along the y-axis. (World coordinates)
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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DistanceJoint * newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected);
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/**
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* Creates a new MouseJoint connecting the body with an arbitrary point.
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* @param x Anchor along the x-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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**/
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MouseJoint * newMouseJoint(Body * body, float x, float y);
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/**
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* Creates a new RevoluteJoint connecting body1 with body2.
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* @param x Anchor along the x-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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RevoluteJoint * newRevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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/**
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* Creates a new PrismaticJoint connecting body1 with body2.
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* @param x World-anchor along the x-axis.
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* @param y World-anchor along the y-axis.
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* @param ax The x-component of the world-axis.
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* @param ay The y-component of the world-axis.
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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PrismaticJoint * newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
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/**
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* Creates a new PulleyJoint connecting body1 with body2.
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* @param groundAnchor1 World ground-anchor for body1.
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* @param groundAnchor2 World ground-anchor for body2.
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* @param anchor1 World anchor on body1.
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* @param anchor2 World anchor on body2.
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* @param ratio The pulley ratio.
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to true.
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**/
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PulleyJoint * newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected);
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/**
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* Creates a new GearJoint connecting joint1 with joint2.
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* @param joint1 The first joint.
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* @param joint2 The second joint.
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* @param ratio The gear ratio.
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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GearJoint * newGearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected);
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/**
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* Creates a new FrictionJoint connecting body1 with body2.
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* @param x Anchor along the x-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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/**
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* Creates a new WeldJoint connecting body1 with body2.
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* @param x Anchor along the x-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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WeldJoint * newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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/**
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* Creates a new WheelJoint connecting body1 with body2.
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* @param x Anchor along the x-axis. (World coordinates)
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* @param y Anchor along the y-axis. (World coordinates)
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* @param ax The x-component of the world-axis.
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* @param ay The y-component of the world-axis.
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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WheelJoint * newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
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/**
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* Creates a new RopeJoint connecting body1 with body2.
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* @param x1 Anchor1 along the x-axis. (Local coordinates)
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* @param y1 Anchor1 along the y-axis. (Local coordinates)
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* @param x2 Anchor2 along the x-axis. (Local coordinates)
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* @param y2 Anchor2 along the y-axis. (Local coordinates)
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* @param maxLength The maximum distance for the bodies.
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* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
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**/
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RopeJoint * newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
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/**
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* Sets the number of pixels in one meter.
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* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
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**/
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static void setMeter(int meter);
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/**
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* Gets the number of pixels in one meter.
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* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
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**/
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static int getMeter();
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/**
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* Scales a value down according to the current meter in pixels.
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* @param f The unscaled input value.
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**/
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static float scaleDown(float f);
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/**
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* Scales a value up according to the current meter in pixels.
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* @param f The unscaled input value.
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**/
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static float scaleUp(float f);
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/**
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* Scales a point down according to the current meter
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* in pixels, for instance x = x0/meter, y = x0/meter.
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* @param x The x-coordinate of the point to scale.
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* @param y The y-coordinate of the point to scale.
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**/
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static void scaleDown(float & x, float & y);
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/**
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* Scales a point up according to the current meter
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* in pixels, for instance x = x0/meter, y = x0/meter.
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* @param x The x-coordinate of the point to scale.
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* @param y The y-coordinate of the point to scale.
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**/
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static void scaleUp(float & x, float & y);
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/**
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* Scales a b2Vec2 down according to the current meter in pixels.
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* @param v The unscaled input vector.
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* @return The scaled vector.
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**/
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static b2Vec2 scaleDown(const b2Vec2 & v);
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/**
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* Scales a b2Vec up according to the current meter in pixels.
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* @param v The unscaled input vector.
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* @return The scaled vector.
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**/
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static b2Vec2 scaleUp(const b2Vec2 & v);
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/**
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* Scales a b2AABB down according to the current meter in pixels.
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* @param v The unscaled input AABB.
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* @return The scaled AABB.
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**/
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static b2AABB scaleDown(const b2AABB & aabb);
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/**
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* Scales a b2AABB up according to the current meter in pixels.
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* @param v The unscaled input AABB.
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* @return The scaled AABB.
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**/
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static b2AABB scaleUp(const b2AABB & aabb);
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}; // Physics
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} // box2d
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} // physics
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} // love
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#endif // LOVE_PHYSICS_BOX2D_PHYSICS_H
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