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e5fa4c87c6
--HG-- branch : box2d-update
79 lines
1.9 KiB
C++
79 lines
1.9 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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#ifndef LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H
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#define LOVE_PHYSICS_BOX2D_FRICTION_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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* A FrictionJoint applies friction to a body.
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**/
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class FrictionJoint : public Joint
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{
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private:
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// The Box2D friction joint object.
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b2FrictionJoint * joint;
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public:
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/**
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* Creates a new FrictionJoint connecting body1 and body2.
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**/
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FrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
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virtual ~FrictionJoint();
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/**
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* Sets the maximum friction force in Newtons.
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**/
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void setMaxForce(float force);
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/**
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* Gets the maximum friction force in Newtons.
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**/
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float getMaxForce() const;
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/**
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* Sets the maximum friction torque in Newton-meters.
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**/
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void setMaxTorque(float torque);
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/**
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* Gets the maximum friction torque in Newton-meters.
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**/
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float getMaxTorque() const;
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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_FRICTION_JOINT_H
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