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65f53a491f
Override Joint's Body getters in MouseJoint, to make the second (user-supplied) body the first body returned, and return nil for the second (internal) body
112 lines
2.6 KiB
C++
112 lines
2.6 KiB
C++
/**
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* Copyright (c) 2006-2016 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_MOUSE_JOINT_H
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#define LOVE_PHYSICS_BOX2D_MOUSE_JOINT_H
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// Module
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#include "Joint.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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/**
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* The MouseJoint is a joint type that
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* is suitable for controlling objects with the mouse.
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*
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* One end is anchored in the dynamic body, and the other id
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* anchor to a static ground body. The anchor offset can then be
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* moved to the current mouse position.
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**/
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class MouseJoint : public Joint
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{
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public:
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/**
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* Creates a MouseJoint which connects body1 to the target point.
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**/
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MouseJoint(Body *body1, float x, float y);
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virtual ~MouseJoint();
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/**
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* Sets the target of anchor2. (You usually want
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* to set this to the current mouse.)
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**/
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void setTarget(float x, float y);
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/**
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* Gets the current anchor2 target.
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**/
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int getTarget(lua_State *L);
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/**
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* Sets the maximum constraint force that can be exerted
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* to move the candidate body.
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**/
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void setMaxForce(float force);
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/**
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* Gets the maximum constraint force that can be exerted
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* to move the candidate body.
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**/
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float getMaxForce() const;
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/**
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* Sets the response speed.
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**/
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void setFrequency(float hz);
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/**
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* Gets the response speed.
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**/
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float getFrequency() const;
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/**
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* Sets the damping ratio.
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* 0 = no damping, 1 = critical damping.
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**/
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void setDampingRatio(float d);
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/**
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* Gets the damping ratio.
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* 0 = no damping, 1 = critical damping.
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**/
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float getDampingRatio() const;
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virtual Body *getBodyA() const;
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virtual Body *getBodyB() const;
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private:
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// The Box2D MouseJoint object.
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b2MouseJoint *joint;
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};
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} // box2d
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} // physics
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} // love
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#endif // LOVE_PHYSICS_BOX2D_MOUSE_JOINT_H
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