/** * Copyright (c) 2006-2020 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 "DistanceJoint.h" // Module #include "Body.h" #include "World.h" #include "Physics.h" namespace love { namespace physics { namespace box2d { DistanceJoint::DistanceJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, bool collideConnected) : Joint(body1, body2) , joint(NULL) { b2DistanceJointDef def; def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(x1,y1)), Physics::scaleDown(b2Vec2(x2,y2))); def.collideConnected = collideConnected; joint = (b2DistanceJoint *)createJoint(&def); } DistanceJoint::~DistanceJoint() { } void DistanceJoint::setLength(float length) { joint->SetLength(Physics::scaleDown(length)); } float DistanceJoint::getLength() const { return Physics::scaleUp(joint->GetLength()); } void DistanceJoint::setStiffness(float hz) { joint->SetStiffness(hz); } float DistanceJoint::getStiffness() const { return joint->GetStiffness(); } void DistanceJoint::setDamping(float d) { joint->SetDamping(d); } float DistanceJoint::getDamping() const { return joint->GetDamping(); } } // box2d } // physics } // love