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- /**
- * Copyright (c) 2006-2017 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"
- #include "Physics.h"
- namespace love
- {
- namespace physics
- {
- namespace box2d
- {
- love::Type PrismaticJoint::type("PrismaticJoint", &Joint::type);
- PrismaticJoint::PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
- : Joint(body1, body2)
- , joint(NULL)
- {
- b2PrismaticJointDef def;
- init(def, body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
- joint = (b2PrismaticJoint *)createJoint(&def);
- }
- PrismaticJoint::PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle)
- : Joint(body1, body2)
- , joint(NULL)
- {
- b2PrismaticJointDef def;
- init(def, body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
- def.referenceAngle = referenceAngle;
- joint = (b2PrismaticJoint *)createJoint(&def);
- }
- PrismaticJoint::~PrismaticJoint()
- {
- }
- void PrismaticJoint::init(b2PrismaticJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
- {
- def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)), b2Vec2(ax,ay));
- def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
- def.lowerTranslation = 0.0f;
- def.upperTranslation = 100.0f;
- def.enableLimit = true;
- def.collideConnected = collideConnected;
- }
- float PrismaticJoint::getJointTranslation() const
- {
- return Physics::scaleUp(joint->GetJointTranslation());
- }
- float PrismaticJoint::getJointSpeed() const
- {
- return Physics::scaleUp(joint->GetJointSpeed());
- }
- void PrismaticJoint::setMotorEnabled(bool enable)
- {
- return joint->EnableMotor(enable);
- }
- bool PrismaticJoint::isMotorEnabled() const
- {
- return joint->IsMotorEnabled();
- }
- void PrismaticJoint::setMaxMotorForce(float force)
- {
- joint->SetMaxMotorForce(Physics::scaleDown(force));
- }
- void PrismaticJoint::setMotorSpeed(float speed)
- {
- joint->SetMotorSpeed(Physics::scaleDown(speed));
- }
- float PrismaticJoint::getMotorSpeed() const
- {
- return Physics::scaleUp(joint->GetMotorSpeed());
- }
- float PrismaticJoint::getMotorForce(float inv_dt) const
- {
- return Physics::scaleUp(joint->GetMotorForce(inv_dt));
- }
- float PrismaticJoint::getMaxMotorForce() const
- {
- return Physics::scaleUp(joint->GetMaxMotorForce());
- }
- void PrismaticJoint::setLimitsEnabled(bool enable)
- {
- joint->EnableLimit(enable);
- }
- bool PrismaticJoint::areLimitsEnabled() const
- {
- return joint->IsLimitEnabled();
- }
- void PrismaticJoint::setUpperLimit(float limit)
- {
- joint->SetLimits(joint->GetLowerLimit(), Physics::scaleDown(limit));
- }
- void PrismaticJoint::setLowerLimit(float limit)
- {
- joint->SetLimits(Physics::scaleDown(limit), joint->GetUpperLimit());
- }
- void PrismaticJoint::setLimits(float lower, float upper)
- {
- joint->SetLimits(Physics::scaleDown(lower), Physics::scaleDown(upper));
- }
- float PrismaticJoint::getLowerLimit() const
- {
- return Physics::scaleUp(joint->GetLowerLimit());
- }
- float PrismaticJoint::getUpperLimit() const
- {
- return Physics::scaleUp(joint->GetUpperLimit());
- }
- int PrismaticJoint::getLimits(lua_State *L)
- {
- lua_pushnumber(L, Physics::scaleUp(joint->GetLowerLimit()));
- lua_pushnumber(L, Physics::scaleUp(joint->GetUpperLimit()));
- return 2;
- }
- int PrismaticJoint::getAxis(lua_State *L)
- {
- b2Vec2 axis = joint->GetLocalAxisA();
- getBodyA()->getWorldVector(axis.x, axis.y, axis.x, axis.y);
- lua_pushnumber(L, axis.x);
- lua_pushnumber(L, axis.y);
- return 2;
- }
- float PrismaticJoint::getReferenceAngle() const
- {
- return joint->GetReferenceAngle();
- }
- } // box2d
- } // physics
- } // love
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