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125 lines
3.3 KiB
C++
125 lines
3.3 KiB
C++
/**
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* Copyright (c) 2006-2020 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 "WeldJoint.h"
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#include "common/math.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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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 WeldJoint::type("WeldJoint", &Joint::type);
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WeldJoint::WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
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: Joint(body1, body2)
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, joint(NULL)
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{
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b2WeldJointDef def;
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init(def, body1, body2, xA, yA, xB, yB, collideConnected);
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joint = (b2WeldJoint *)createJoint(&def);
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}
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WeldJoint::WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
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: Joint(body1, body2)
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, joint(NULL)
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{
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b2WeldJointDef def;
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init(def, body1, body2, xA, yA, xB, yB, collideConnected);
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def.referenceAngle = referenceAngle;
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joint = (b2WeldJoint *)createJoint(&def);
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}
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WeldJoint::~WeldJoint()
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{
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}
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void WeldJoint::init(b2WeldJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
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{
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def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
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def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
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def.collideConnected = collideConnected;
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}
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void WeldJoint::setFrequency(float hz)
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{
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float stiffness, damping;
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b2LinearStiffness(stiffness, damping, hz, getDampingRatio(), joint->GetBodyA(), joint->GetBodyB());
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joint->SetStiffness(stiffness);
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}
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float WeldJoint::getFrequency() const
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{
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float frequency, ratio;
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Physics::b2LinearFrequency(frequency, ratio, joint->GetStiffness(), joint->GetDamping(), joint->GetBodyA(), joint->GetBodyB());
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return frequency;
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}
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void WeldJoint::setDampingRatio(float ratio)
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{
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float stiffness, damping;
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b2LinearStiffness(stiffness, damping, getFrequency(), ratio, joint->GetBodyA(), joint->GetBodyB());
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joint->SetDamping(damping);
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}
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float WeldJoint::getDampingRatio() const
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{
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float frequency, ratio;
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Physics::b2LinearFrequency(frequency, ratio, joint->GetStiffness(), joint->GetDamping(), joint->GetBodyA(), joint->GetBodyB());
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return ratio;
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}
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void WeldJoint::setStiffness(float k)
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{
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joint->SetStiffness(k);
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}
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float WeldJoint::getStiffness() const
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{
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return joint->GetStiffness();
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}
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void WeldJoint::setDamping(float d)
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{
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joint->SetDamping(d);
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}
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float WeldJoint::getDamping() const
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{
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return joint->GetDamping();
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}
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float WeldJoint::getReferenceAngle() const
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{
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return joint->GetReferenceAngle();
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}
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} // box2d
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} // physics
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} // love
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