Files
love/src/modules/physics/box2d/PrismaticJoint.cpp
T
Bill Meltsner e5fa4c87c6 exposed collideConnected flag
--HG--
branch : box2d-update
2011-09-15 14:28:48 -04:00

138 lines
3.4 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 "PrismaticJoint.h"
// Module
#include "Body.h"
#include "World.h"
namespace love
{
namespace physics
{
namespace box2d
{
PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2PrismaticJointDef def;
def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)), b2Vec2(ax,ay));
def.lowerTranslation = 0.0f;
def.upperTranslation = 100.0f;
def.enableLimit = true;
def.collideConnected = collideConnected;
joint = (b2PrismaticJoint*)createJoint(&def);
}
PrismaticJoint::~PrismaticJoint()
{
destroyJoint(joint);
joint = 0;
}
float PrismaticJoint::getJointTranslation() const
{
return world->scaleDown(joint->GetJointTranslation());
}
float PrismaticJoint::getJointSpeed() const
{
return world->scaleDown(joint->GetJointSpeed());
}
void PrismaticJoint::enableMotor(bool motor)
{
return joint->EnableMotor(motor);
}
bool PrismaticJoint::isMotorEnabled() const
{
return joint->IsMotorEnabled();
}
void PrismaticJoint::setMaxMotorForce(float force)
{
joint->SetMaxMotorForce(world->scaleDown(force));
}
void PrismaticJoint::setMotorSpeed(float speed)
{
joint->SetMotorSpeed(world->scaleDown(speed));
}
float PrismaticJoint::getMotorSpeed() const
{
return world->scaleUp(joint->GetMotorSpeed());
}
float PrismaticJoint::getMotorForce(float inv_dt) const
{
return world->scaleUp(joint->GetMotorForce(inv_dt));
}
void PrismaticJoint::enableLimit(bool limit)
{
joint->EnableLimit(limit);
}
bool PrismaticJoint::isLimitEnabled() const
{
return joint->IsLimitEnabled();
}
void PrismaticJoint::setUpperLimit(float limit)
{
joint->SetLimits(joint->GetLowerLimit(), world->scaleDown(limit));
}
void PrismaticJoint::setLowerLimit(float limit)
{
joint->SetLimits(world->scaleDown(limit), joint->GetUpperLimit());
}
void PrismaticJoint::setLimits(float lower, float upper)
{
joint->SetLimits(world->scaleDown(lower), world->scaleDown(upper));
}
float PrismaticJoint::getLowerLimit() const
{
return world->scaleUp(joint->GetLowerLimit());
}
float PrismaticJoint::getUpperLimit() const
{
return world->scaleUp(joint->GetUpperLimit());
}
int PrismaticJoint::getLimits(lua_State * L)
{
lua_pushnumber(L, world->scaleUp(joint->GetLowerLimit()));
lua_pushnumber(L, world->scaleUp(joint->GetUpperLimit()));
return 2;
}
} // box2d
} // physics
} // love