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 "WeldJoint.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 WeldJoint::type("WeldJoint", &Joint::type);
38
39WeldJoint::WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
40 : Joint(body1, body2)
41 , joint(NULL)
42{
43 b2WeldJointDef def;
44 init(def, body1, body2, xA, yA, xB, yB, collideConnected);
45 joint = (b2WeldJoint *)createJoint(&def);
46}
47
48WeldJoint::WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
49 : Joint(body1, body2)
50 , joint(NULL)
51{
52 b2WeldJointDef def;
53 init(def, body1, body2, xA, yA, xB, yB, collideConnected);
54 def.referenceAngle = referenceAngle;
55 joint = (b2WeldJoint *)createJoint(&def);
56}
57
58WeldJoint::~WeldJoint()
59{
60}
61
62void WeldJoint::init(b2WeldJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
63{
64 def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
65 def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
66 def.collideConnected = collideConnected;
67}
68
69void WeldJoint::setFrequency(float hz)
70{
71 joint->SetFrequency(hz);
72}
73
74float WeldJoint::getFrequency() const
75{
76 return joint->GetFrequency();
77}
78
79void WeldJoint::setDampingRatio(float d)
80{
81 joint->SetDampingRatio(d);
82}
83
84float WeldJoint::getDampingRatio() const
85{
86 return joint->GetDampingRatio();
87}
88
89float WeldJoint::getReferenceAngle() const
90{
91 return joint->GetReferenceAngle();
92}
93
94} // box2d
95} // physics
96} // love
97