/** * 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 "MouseJoint.h" // Module #include "Body.h" #include "World.h" #include "Physics.h" namespace love { namespace physics { namespace box2d { MouseJoint::MouseJoint(Body * body1, float x, float y) : Joint(body1), joint(NULL) { b2MouseJointDef def; def.bodyA = body1->world->getGroundBody(); def.bodyB = body1->body; def.maxForce = 1000.0f * body1->body->GetMass(); def.target = Physics::scaleDown(b2Vec2(x,y)); joint = (b2MouseJoint*)createJoint(&def); } MouseJoint::~MouseJoint() { } void MouseJoint::setTarget(float x, float y) { joint->SetTarget(Physics::scaleDown(b2Vec2(x, y))); } int MouseJoint::getTarget(lua_State * L) { lua_pushnumber(L, Physics::scaleUp(joint->GetTarget().x)); lua_pushnumber(L, Physics::scaleUp(joint->GetTarget().y)); return 2; } void MouseJoint::setMaxForce(float force) { joint->SetMaxForce(Physics::scaleDown(force)); } float MouseJoint::getMaxForce() const { return Physics::scaleUp(joint->GetMaxForce()); } void MouseJoint::setFrequency(float hz) { joint->SetFrequency(hz); } float MouseJoint::getFrequency() const { return joint->GetFrequency(); } void MouseJoint::setDampingRatio(float d) { joint->SetDampingRatio(d); } float MouseJoint::getDampingRatio() const { return joint->GetDampingRatio(); } } // box2d } // physics } // love