/* * box2dweldjoint.cpp * Copyright (c) 2011 Joonas Erkinheimo * * This file is part of the Box2D QML plugin. * * 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. */ #include "box2dweldjoint.h" #include "box2dworld.h" #include "box2dbody.h" Box2DWeldJoint::Box2DWeldJoint(QObject *parent) : Box2DJoint(WeldJoint, parent) , m_referenceAngle(0.0f) , m_frequencyHz(0.0f) , m_dampingRatio(0.0f) , m_defaultLocalAnchorA(true) , m_defaultLocalAnchorB(true) , m_defaultReferenceAngle(true) { } void Box2DWeldJoint::setLocalAnchorA(const QPointF &localAnchorA) { m_defaultLocalAnchorA = false; if (m_localAnchorA == localAnchorA) return; m_localAnchorA = localAnchorA; emit localAnchorAChanged(); } void Box2DWeldJoint::setLocalAnchorB(const QPointF &localAnchorB) { m_defaultLocalAnchorB = false; if (m_localAnchorB == localAnchorB) return; m_localAnchorB = localAnchorB; emit localAnchorBChanged(); } void Box2DWeldJoint::setReferenceAngle(float referenceAngle) { m_defaultReferenceAngle = false; if (m_referenceAngle == referenceAngle) return; m_referenceAngle = referenceAngle; emit referenceAngleChanged(); } void Box2DWeldJoint::setFrequencyHz(float frequencyHz) { if (m_frequencyHz == frequencyHz) return; m_frequencyHz = frequencyHz; if (weldJoint()) weldJoint()->SetFrequency(frequencyHz); emit frequencyHzChanged(); } void Box2DWeldJoint::setDampingRatio(float dampingRatio) { if (m_dampingRatio == dampingRatio) return; m_dampingRatio = dampingRatio; if (weldJoint()) weldJoint()->SetDampingRatio(dampingRatio); emit dampingRatioChanged(); } b2Joint *Box2DWeldJoint::createJoint() { b2WeldJointDef jointDef; initializeJointDef(jointDef); // Default localAnchorA to bodyA center if (m_defaultLocalAnchorA) jointDef.localAnchorA = jointDef.bodyA->GetLocalCenter(); else jointDef.localAnchorA = world()->toMeters(m_localAnchorA); // Default localAnchorB to the same world position as localAnchorA if (m_defaultLocalAnchorB) { b2Vec2 anchorA = jointDef.bodyA->GetWorldPoint(jointDef.localAnchorA); jointDef.localAnchorB = jointDef.bodyB->GetLocalPoint(anchorA); } else { jointDef.localAnchorB = world()->toMeters(m_localAnchorB); } if (m_defaultReferenceAngle) { float32 angleA = jointDef.bodyA->GetAngle(); float32 angleB = jointDef.bodyB->GetAngle(); jointDef.referenceAngle = angleB - angleA; } else { jointDef.referenceAngle = toRadians(m_referenceAngle); } jointDef.frequencyHz = m_frequencyHz; jointDef.dampingRatio = m_dampingRatio; return world()->world().CreateJoint(&jointDef); }