Files
love/src/modules/physics/box2d/FrictionJoint.cpp
T
2011-10-02 10:06:31 -04:00

76 lines
2.0 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 "FrictionJoint.h"
#include <common/math.h>
// Module
#include "Body.h"
#include "World.h"
#include "Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
FrictionJoint::FrictionJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2FrictionJointDef def;
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
def.localAnchorB = Physics::scaleDown(b2Vec2(xB, yB));
def.collideConnected = collideConnected;
joint = (b2FrictionJoint*)createJoint(&def);
}
FrictionJoint::~FrictionJoint()
{
destroyJoint(joint);
joint = 0;
}
void FrictionJoint::setMaxForce(float force)
{
joint->SetMaxForce(Physics::scaleDown(force));
}
float FrictionJoint::getMaxForce() const
{
return Physics::scaleUp(joint->GetMaxForce());
}
void FrictionJoint::setMaxTorque(float torque)
{
joint->SetMaxTorque(Physics::scaleDown(Physics::scaleDown(torque)));
}
float FrictionJoint::getMaxTorque() const
{
return Physics::scaleUp(Physics::scaleUp(joint->GetMaxTorque()));
}
} // box2d
} // physics
} // love