1 /**
2  * Copyright (c) 2006-2016 LOVE Development Team
3  *
4  * This software is provided 'as-is', without any express or implied
5  * warranty.  In no event will the authors be held liable for any damages
6  * arising from the use of this software.
7  *
8  * Permission is granted to anyone to use this software for any purpose,
9  * including commercial applications, and to alter it and redistribute it
10  * freely, subject to the following restrictions:
11  *
12  * 1. The origin of this software must not be misrepresented; you must not
13  *    claim that you wrote the original software. If you use this software
14  *    in a product, an acknowledgment in the product documentation would be
15  *    appreciated but is not required.
16  * 2. Altered source versions must be plainly marked as such, and must not be
17  *    misrepresented as being the original software.
18  * 3. This notice may not be removed or altered from any source distribution.
19  **/
20 
21 #ifndef LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H
22 #define LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H
23 
24 // Module
25 #include "Joint.h"
26 
27 namespace love
28 {
29 namespace physics
30 {
31 namespace box2d
32 {
33 
34 /**
35  * A FrictionJoint applies friction to a body.
36  **/
37 class FrictionJoint : public Joint
38 {
39 public:
40 
41 	/**
42 	 * Creates a new FrictionJoint connecting body1 and body2.
43 	 **/
44 	FrictionJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
45 
46 	virtual ~FrictionJoint();
47 
48 	/**
49 	 * Sets the maximum friction force in Newtons.
50 	 **/
51 	void setMaxForce(float force);
52 
53 	/**
54 	 * Gets the maximum friction force in Newtons.
55 	 **/
56 	float getMaxForce() const;
57 
58 	/**
59 	 * Sets the maximum friction torque in Newton-meters.
60 	 **/
61 	void setMaxTorque(float torque);
62 
63 	/**
64 	 * Gets the maximum friction torque in Newton-meters.
65 	 **/
66 	float getMaxTorque() const;
67 
68 private:
69 
70 	// The Box2D friction joint object.
71 	b2FrictionJoint *joint;
72 };
73 
74 } // box2d
75 } // physics
76 } // love
77 
78 #endif // LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H
79