Source

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

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/**
* 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_MOUSE_JOINT_H
#define LOVE_PHYSICS_BOX2D_MOUSE_JOINT_H

// Module
#include "Joint.h"

namespace love
{
namespace physics
{
namespace box2d
{
	/**
	* The MouseJoint is a joint type that
	* is suitable for controlling objects with the mouse.
	*
	* One end is anchored in the dynamic body, and the other id
	* anchor to a static ground body. The anchor offset can then be
	* moved to the current mouse position.
	**/
	class MouseJoint : public Joint
	{
	private:
		// The Box2D MouseJoint object.
		b2MouseJoint * joint;
	public:

		/**
		* Creates a MouseJoint which connects body1 to the target point.
		**/
		MouseJoint(Body * body1, float x, float y);

		virtual ~MouseJoint();

		/**
		* Sets the target of anchor2. (You usually want
		* to set this to the current mouse.)
		**/
		void setTarget(float x, float y);

		/**
		* Gets the current anchor2 target.
		**/
		int getTarget(lua_State * L);

		/**
		* Sets the maximum constraint force that can be exerted
		* to move the candidate body.
		**/
		void setMaxForce(float force);

		/**
		* Gets the maximum constraint force that can be exerted
		* to move the candidate body.
		**/
		float getMaxForce() 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_MOUSE_JOINT_H