text: //
  // Copyright (c) 2008-2020 the Urho3D project.
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  
  #pragma once
  
  #include "../Urho2D/Constraint2D.h"
  
  namespace Urho3D
  {
  
  /// 2D prismatic constraint component.
  class URHO3D_API ConstraintPrismatic2D : public Constraint2D
  {
      URHO3D_OBJECT(ConstraintPrismatic2D, Constraint2D);
  
  public:
      /// Construct.
      explicit ConstraintPrismatic2D(Context* context);
      /// Destruct.
      ~ConstraintPrismatic2D() override;
      /// Register object factory.
      static void RegisterObject(Context* context);
  
      /// Set anchor.
      void SetAnchor(const Vector2& anchor);
      /// Set axis.
      void SetAxis(const Vector2& axis);
      /// Set enable limit.
      void SetEnableLimit(bool enableLimit);
      /// Set lower translation.
      void SetLowerTranslation(float lowerTranslation);
      /// Set upper translation.
      void SetUpperTranslation(float upperTranslation);
      /// Set enable motor.
      void SetEnableMotor(bool enableMotor);
      /// Set maxmotor force.
      void SetMaxMotorForce(float maxMotorForce);
      /// Set motor speed.
      void SetMotorSpeed(float motorSpeed);
  
      /// Return anchor.
      const Vector2& GetAnchor() const { return anchor_; }
  
      /// Return axis.
      const Vector2& GetAxis() const { return axis_; }
  
      /// Return enable limit.
      bool GetEnableLimit() const { return jointDef_.enableLimit; }
  
      /// Return lower translation.
      float GetLowerTranslation() const { return jointDef_.lowerTranslation; }
  
      /// Return upper translation.
      float GetUpperTranslation() const { return jointDef_.upperTranslation; }
  
      /// Return enable motor.
      bool GetEnableMotor() const { return jointDef_.enableMotor; }
  
      /// Return maxmotor force.
      float GetMaxMotorForce() const { return jointDef_.maxMotorForce; }
  
      /// Return motor speed.
      float GetMotorSpeed() const { return jointDef_.motorSpeed; }
  
  private:
      /// Return joint def.
      b2JointDef* GetJointDef() override;
  
      /// Box2D joint def.
      b2PrismaticJointDef jointDef_;
      /// Anchor.
      Vector2 anchor_;
      /// Axis.
      Vector2 axis_;
  };
  
  }
  