123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131 | /**
* Copyright (c) 2006-2026 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
{
public:
static love::Type type;
/**
* 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. Independent of mass
**/
void setFrequency(float hz);
/**
* Gets the response speed. Independent of mass
**/
float getFrequency() const;
/**
* Set the spring damping ratio. Independent of mass
**/
void setDampingRatio(float ratio);
/**
* Get the spring damping ratio. Independent of mass
**/
float getDampingRatio() const;
/**
* Sets the response speed. Dependent of mass
**/
void setStiffness(float k);
/**
* Gets the response speed. Dependent of mass
**/
float getStiffness() const;
/**
* Set the spring damping. Dependent of mass
**/
void setDamping(float ratio);
/**
* Get the spring damping. Dependent of mass
**/
float getDamping() const;
virtual Body *getBodyA() const;
virtual Body *getBodyB() const;
private:
// The Box2D MouseJoint object.
b2MouseJoint *joint;
};
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_MOUSE_JOINT_H
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