/** * Copyright (c) 2006-2010 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 "PrismaticJoint.h" // Module #include "Body.h" #include "World.h" namespace love { namespace physics { namespace box2d { PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay) : Joint(body1, body2) { b2PrismaticJointDef def; def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)), b2Vec2(ax,ay)); def.lowerTranslation = 0.0f; def.upperTranslation = 100.0f; def.enableLimit = true; joint = (b2PrismaticJoint*)createJoint(&def); } PrismaticJoint::~PrismaticJoint() { destroyJoint(joint); joint = 0; } float PrismaticJoint::getJointTranslation() const { return world->scaleDown(joint->GetJointTranslation()); } float PrismaticJoint::getJointSpeed() const { return world->scaleDown(joint->GetJointSpeed()); } void PrismaticJoint::setMotorEnabled(bool motor) { return joint->EnableMotor(motor); } bool PrismaticJoint::isMotorEnabled() const { return joint->IsMotorEnabled(); } void PrismaticJoint::setMaxMotorForce(float force) { joint->SetMaxMotorForce(force); } float PrismaticJoint::getMaxMotorForce() const { return joint->m_maxMotorForce; } void PrismaticJoint::setMotorSpeed(float speed) { joint->SetMotorSpeed(speed); } float PrismaticJoint::getMotorSpeed() const { return joint->GetMotorSpeed(); } float PrismaticJoint::getMotorForce() const { return joint->GetMotorForce(); } void PrismaticJoint::setLimitsEnabled(bool limit) { joint->EnableLimit(limit); } bool PrismaticJoint::isLimitsEnabled() const { return joint->IsLimitEnabled(); } void PrismaticJoint::setUpperLimit(float limit) { joint->SetLimits(joint->GetLowerLimit(), world->scaleDown(limit)); } void PrismaticJoint::setLowerLimit(float limit) { joint->SetLimits(world->scaleDown(limit), joint->GetUpperLimit()); } void PrismaticJoint::setLimits(float lower, float upper) { joint->SetLimits(world->scaleDown(lower), world->scaleDown(upper)); } float PrismaticJoint::getLowerLimit() const { return world->scaleUp(joint->GetLowerLimit()); } float PrismaticJoint::getUpperLimit() const { return world->scaleUp(joint->GetUpperLimit()); } int PrismaticJoint::getLimits(lua_State * L) { lua_pushnumber(L, world->scaleUp(joint->GetLowerLimit())); lua_pushnumber(L, world->scaleUp(joint->GetUpperLimit())); return 2; } } // box2d } // physics } // love