text: /**
  * 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_GEAR_JOINT_H
  #define LOVE_PHYSICS_BOX2D_GEAR_JOINT_H
  
  // Module
  #include "Joint.h"
  
  namespace love
  {
  namespace physics
  {
  namespace box2d
  {
  	/**
  	* A gear joint is used to connect two joints together. Either joint
  	* can be a revolute or prismatic joint. You specify a gear ratio
  	* to bind the motions together:
  	* coordinate1 + ratio * coordinate2 = constant
  	*
  	* The ratio can be negative or positive. If one joint is a revolute joint
  	* and the other joint is a prismatic joint, then the ratio will have units
  	* of length or units of 1/length.
  	* Warning: The revolute and prismatic joints must be attached to
  	* fixed bodies (which must be body1 on those joints).
  	**/
  	class GearJoint : public Joint
  	{
  	private:
  		// The Box2D GearJoint object.
  		b2GearJoint * joint;
  	public:
  
  		/**
  		* Creates a GearJoint connecting joint1 to joint2.
  		**/
  		GearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected);
  
  		virtual ~GearJoint();
  
  		/**
  		* Sets the ratio.
  		**/
  		void setRatio(float ratio);
  
  		/**
  		* Gets the ratio.
  		**/
  		float getRatio() const;
  
  	};
  
  } // box2d
  } // physics
  } // love
  
  #endif // LOVE_PHYSICS_BOX2D_GEAR_JOINT_H
  