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

79 lines
1.9 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.
**/
#ifndef LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H
#define LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H
// Module
#include "Joint.h"
namespace love
{
namespace physics
{
namespace box2d
{
/**
* A FrictionJoint applies friction to a body.
**/
class FrictionJoint : public Joint
{
private:
// The Box2D friction joint object.
b2FrictionJoint * joint;
public:
/**
* Creates a new FrictionJoint connecting body1 and body2.
**/
FrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
virtual ~FrictionJoint();
/**
* Sets the maximum friction force in Newtons.
**/
void setMaxForce(float force);
/**
* Gets the maximum friction force in Newtons.
**/
float getMaxForce() const;
/**
* Sets the maximum friction torque in Newton-meters.
**/
void setMaxTorque(float torque);
/**
* Gets the maximum friction torque in Newton-meters.
**/
float getMaxTorque() const;
};
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H