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f38655a934
--HG-- branch : box2d-update
76 lines
2.0 KiB
C++
76 lines
2.0 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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#include "FrictionJoint.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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FrictionJoint::FrictionJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected)
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: Joint(body1, body2), joint(NULL)
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{
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b2FrictionJointDef def;
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def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
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def.localAnchorB = Physics::scaleDown(b2Vec2(xB, yB));
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def.collideConnected = collideConnected;
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joint = (b2FrictionJoint*)createJoint(&def);
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}
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FrictionJoint::~FrictionJoint()
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{
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destroyJoint(joint);
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joint = 0;
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}
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void FrictionJoint::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 FrictionJoint::getMaxForce() const
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{
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return Physics::scaleUp(joint->GetMaxForce());
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}
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void FrictionJoint::setMaxTorque(float torque)
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{
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joint->SetMaxTorque(Physics::scaleDown(Physics::scaleDown(torque)));
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}
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float FrictionJoint::getMaxTorque() const
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{
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return Physics::scaleUp(Physics::scaleUp(joint->GetMaxTorque()));
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}
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} // box2d
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} // physics
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} // love
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