* Copyright (c) 2006-2013 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.
// Forward declarations.
* A Joint acts as positioning constraints on Bodies.
* A Joint can be used to prevent Bodies from going to
* far apart, or coming too close together.
class Joint : public love::physics::Joint
friend class GearJoint;
* This constructor will connect one end of the joint to body1,
* and the other one to the default ground body.
* This constructor is mainly used by MouseJoint.
* Create a joint between body1 and body2.
Joint(Body *body1, Body *body2);
* Returns true if the joint is active in a Box2D world.
bool isValid() const;
* Gets the type of joint.
Type getType() const;
* Gets the anchor positions of the Joint in world
* coordinates. This is useful for debugdrawing the joint.
int getAnchors(lua_State *L);
* Gets the reaction force on body2 at the joint anchor.
int getReactionForce(lua_State *L);
* Gets the reaction torque on body2.
float getReactionTorque(float dt);
bool isActive() const;
bool getCollideConnected() const;
* Joints require pointers to a Box2D joint objects at
* different polymorphic levels, which is why these function
* were created.
* Destroys the joint. This function was created just to
* get some cinsistency.
void destroyJoint(bool implicit = false);
* Creates a Joint, and ensures that the parent class
* gets a copy of the pointer.
b2Joint *createJoint(b2JointDef *def);
// A Joint must be destroyed *before* the bodies it acts upon,
// and the world they reside in. We therefore need refs
// parents and associations to prevent wrong destruction order.
Body *body1, * body2;
// The Box2D joint object.
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_JOINT_H