/**
* Copyright (c) 2006-2012 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_PULLEY_JOINT_H
#define LOVE_PHYSICS_BOX2D_PULLEY_JOINT_H

// Module
#include "Joint.h"

namespace love
{
namespace physics
{
namespace box2d
{
	/**
	* The PulleyJoint The pulley connects two bodies to ground and
	* to each other. As one body goes up, the other goes down. The
	* total length of the pulley rope is conserved according to the
	* initial configuration: length1 + ratio * length2 <= constant.
	**/
	class PulleyJoint : public Joint
	{
	private:
		// The Box2D DistanceJoint object.
		b2PulleyJoint * joint;
	public:

		/**
		* Creates a PulleyJoint connecting bodyA to bodyB.
		**/
		PulleyJoint(Body * bodyA, Body * bodyB, b2Vec2 groundAnchorA, b2Vec2 groundAnchorB, b2Vec2 anchorA, b2Vec2 anchorB, float ratio, bool collideConnected);

		virtual ~PulleyJoint();

		/**
		* Gets the ground anchors position in world
		* coordinates.
		**/
		int getGroundAnchors(lua_State * L);

		/**
		* Gets the current length of the segment attached to bodyA.
		**/
		float getLengthA() const;

		/**
		* Gets the current length of the segment attached to bodyB.
		**/
		float getLengthB() const;

		/**
		* Gets the pulley ratio.
		**/
		float getRatio() const;

	};

} // box2d
} // physics
} // love

#endif // LOVE_PHYSICS_BOX2D_PULLEY_JOINT_H
