/** * Copyright (c) 2006-2022 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" #include namespace love { namespace physics { namespace box2d { love::Type MouseJoint::type("MouseJoint", &Joint::type); MouseJoint::MouseJoint(Body *body1, float x, float y) : Joint(body1) , joint(NULL) { if (body1->getType() == Body::BODY_KINEMATIC) throw love::Exception("Cannot attach a MouseJoint to a kinematic body"); 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)); b2LinearStiffness(def.stiffness, def.damping, 5.0f, 0.7f, def.bodyA, def.bodyB); 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) { // This is kind of a crappy check. The Stiffness is used in an internal // box2d calculation whose result must be > FLT_EPSILON, but other variables // go into that calculation... if (hz <= FLT_EPSILON * 2) throw love::Exception("MouseJoint Stiffness must be a positive number."); float stiffness, damping; b2LinearStiffness(stiffness, damping, hz, getDampingRatio(), joint->GetBodyA(), joint->GetBodyB()); joint->SetStiffness(stiffness); } float MouseJoint::getFrequency() const { float frequency, ratio; Physics::b2LinearFrequency(frequency, ratio, joint->GetStiffness(), joint->GetDamping(), joint->GetBodyA(), joint->GetBodyB()); return frequency; } void MouseJoint::setDampingRatio(float ratio) { float stiffness, damping; b2LinearStiffness(stiffness, damping, getFrequency(), ratio, joint->GetBodyA(), joint->GetBodyB()); joint->SetDamping(damping); } float MouseJoint::getDampingRatio() const { float frequency, ratio; Physics::b2LinearFrequency(frequency, ratio, joint->GetStiffness(), joint->GetDamping(), joint->GetBodyA(), joint->GetBodyB()); return ratio; } void MouseJoint::setStiffness(float k) { // This is kind of a crappy check. The Stiffness is used in an internal // box2d calculation whose result must be > FLT_EPSILON, but other variables // go into that calculation... if (k <= FLT_EPSILON * 2) throw love::Exception("MouseJoint Stiffness must be a positive number."); joint->SetStiffness(k); } float MouseJoint::getStiffness() const { return joint->GetStiffness(); } void MouseJoint::setDamping(float d) { joint->SetDamping(d); } float MouseJoint::getDamping() const { return joint->GetDamping(); } Body *MouseJoint::getBodyA() const { return Joint::getBodyB(); } Body *MouseJoint::getBodyB() const { return nullptr; } } // box2d } // physics } // love