1/**
2 * Copyright (c) 2006-2023 LOVE Development Team
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty. In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 *
8 * Permission is granted to anyone to use this software for any purpose,
9 * including commercial applications, and to alter it and redistribute it
10 * freely, subject to the following restrictions:
11 *
12 * 1. The origin of this software must not be misrepresented; you must not
13 * claim that you wrote the original software. If you use this software
14 * in a product, an acknowledgment in the product documentation would be
15 * appreciated but is not required.
16 * 2. Altered source versions must be plainly marked as such, and must not be
17 * misrepresented as being the original software.
18 * 3. This notice may not be removed or altered from any source distribution.
19 **/
20
21#include "FrictionJoint.h"
22
23#include "common/math.h"
24
25// Module
26#include "Body.h"
27#include "World.h"
28#include "Physics.h"
29
30namespace love
31{
32namespace physics
33{
34namespace box2d
35{
36
37love::Type FrictionJoint::type("FrictionJoint", &Joint::type);
38
39FrictionJoint::FrictionJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
40 : Joint(body1, body2)
41 , joint(NULL)
42{
43 b2FrictionJointDef def;
44 def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
45 def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
46 def.collideConnected = collideConnected;
47 joint = (b2FrictionJoint *)createJoint(&def);
48}
49
50FrictionJoint::~FrictionJoint()
51{
52}
53
54void FrictionJoint::setMaxForce(float force)
55{
56 joint->SetMaxForce(Physics::scaleDown(force));
57}
58
59float FrictionJoint::getMaxForce() const
60{
61 return Physics::scaleUp(joint->GetMaxForce());
62}
63
64void FrictionJoint::setMaxTorque(float torque)
65{
66 joint->SetMaxTorque(Physics::scaleDown(Physics::scaleDown(torque)));
67}
68
69float FrictionJoint::getMaxTorque() const
70{
71 return Physics::scaleUp(Physics::scaleUp(joint->GetMaxTorque()));
72}
73
74
75} // box2d
76} // physics
77} // love
78