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selove / src / modules / physics / box2d / DistanceJoint.h

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Bart van Strien 282b120 
Bill Meltsner 2454bee 
Bart van Strien 282b120 





















































































/**
* Copyright (c) 2006-2012 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.
**/

#ifndef LOVE_PHYSICS_BOX2D_DISTANCE_JOINT_H
#define LOVE_PHYSICS_BOX2D_DISTANCE_JOINT_H

// Module
#include "Joint.h"

namespace love
{
namespace physics
{
namespace box2d
{
	/**
	* The DistanceJoint keeps Bodies at a fixed distance
	* from eachother.
	**/
	class DistanceJoint : public Joint
	{
	private:
		// The Box2D DistanceJoint object.
		b2DistanceJoint * joint;
	public:

		/**
		* Creates a DistanceJoint connecting body1 to body2.
		**/
		DistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected);

		virtual ~DistanceJoint();

		/**
		* Sets the equilibrium distance between the two bodies.
		**/
		void setLength(float length);

		/**
		* Gets the equilibrium distance between the two bodies.
		**/
		float getLength() const;

		/**
		* Sets the response speed.
		**/
		void setFrequency(float hz);

		/**
		* Gets the response speed.
		**/
		float getFrequency() const;

		/**
		* Sets the damping ratio.
		* 0 = no damping, 1 = critical damping.
		**/
		void setDampingRatio(float d);

		/**
		* Gets the damping ratio.
		* 0 = no damping, 1 = critical damping.
		**/
		float getDampingRatio() const;

	};

} // box2d
} // physics
} // love

#endif // LOVE_PHYSICS_BOX2D_DISTANCE_JOINT_H