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- /**
- * Copyright (c) 2006-2016 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.
- **/
- #include "Physics.h"
- // LOVE
- #include "common/math.h"
- #include "wrap_Body.h"
- namespace love
- {
- namespace physics
- {
- namespace box2d
- {
- int Physics::meter = Physics::DEFAULT_METER;
- const char *Physics::getName() const
- {
- return "love.physics.box2d";
- }
- World *Physics::newWorld(float gx, float gy, bool sleep)
- {
- return new World(b2Vec2(gx, gy), sleep);
- }
- Body *Physics::newBody(World *world, float x, float y, Body::Type type)
- {
- return new Body(world, b2Vec2(x, y), type);
- }
- Body *Physics::newBody(World *world, Body::Type type)
- {
- return new Body(world, b2Vec2(0, 0), type);
- }
- CircleShape *Physics::newCircleShape(float radius)
- {
- return newCircleShape(0, 0, radius);
- }
- CircleShape *Physics::newCircleShape(float x, float y, float radius)
- {
- b2CircleShape *s = new b2CircleShape();
- s->m_p = Physics::scaleDown(b2Vec2(x, y));
- s->m_radius = Physics::scaleDown(radius);
- return new CircleShape(s);
- }
- PolygonShape *Physics::newRectangleShape(float w, float h)
- {
- return newRectangleShape(0, 0, w, h, 0);
- }
- PolygonShape *Physics::newRectangleShape(float x, float y, float w, float h)
- {
- return newRectangleShape(x, y, w, h, 0);
- }
- PolygonShape *Physics::newRectangleShape(float x, float y, float w, float h, float angle)
- {
- b2PolygonShape *s = new b2PolygonShape();
- s->SetAsBox(Physics::scaleDown(w/2.0f), Physics::scaleDown(h/2.0f), Physics::scaleDown(b2Vec2(x, y)), angle);
- return new PolygonShape(s);
- }
- EdgeShape *Physics::newEdgeShape(float x1, float y1, float x2, float y2)
- {
- b2EdgeShape *s = new b2EdgeShape();
- s->Set(Physics::scaleDown(b2Vec2(x1, y1)), Physics::scaleDown(b2Vec2(x2, y2)));
- return new EdgeShape(s);
- }
- int Physics::newPolygonShape(lua_State *L)
- {
- int argc = lua_gettop(L);
- bool istable = lua_istable(L, 1);
- if (istable)
- argc = (int) luax_objlen(L, 1);
- if (argc % 2 != 0)
- return luaL_error(L, "Number of vertex components must be a multiple of two.");
- // 3 to 8 (b2_maxPolygonVertices) vertices
- int vcount = argc / 2;
- if (vcount < 3)
- return luaL_error(L, "Expected a minimum of 3 vertices, got %d.", vcount);
- else if (vcount > b2_maxPolygonVertices)
- return luaL_error(L, "Expected a maximum of %d vertices, got %d.", b2_maxPolygonVertices, vcount);
- b2Vec2 vecs[b2_maxPolygonVertices];
- if (istable)
- {
- for (int i = 0; i < vcount; i++)
- {
- lua_rawgeti(L, 1, 1 + i * 2);
- lua_rawgeti(L, 1, 2 + i * 2);
- float x = (float)luaL_checknumber(L, -2);
- float y = (float)luaL_checknumber(L, -1);
- vecs[i] = Physics::scaleDown(b2Vec2(x, y));
- lua_pop(L, 2);
- }
- }
- else
- {
- for (int i = 0; i < vcount; i++)
- {
- float x = (float)luaL_checknumber(L, 1 + i * 2);
- float y = (float)luaL_checknumber(L, 2 + i * 2);
- vecs[i] = Physics::scaleDown(b2Vec2(x, y));
- }
- }
- b2PolygonShape *s = new b2PolygonShape();
- try
- {
- s->Set(vecs, vcount);
- }
- catch (love::Exception &)
- {
- delete s;
- throw;
- }
- PolygonShape *p = new PolygonShape(s);
- luax_pushtype(L, PHYSICS_POLYGON_SHAPE_ID, p);
- p->release();
- return 1;
- }
- int Physics::newChainShape(lua_State *L)
- {
- int argc = lua_gettop(L)-1; // first argument is looping
- bool istable = lua_istable(L, 2);
- if (istable)
- argc = (int) luax_objlen(L, 2);
- if (argc % 2 != 0)
- return luaL_error(L, "Number of vertex components must be a multiple of two.");
- int vcount = argc/2;
- bool loop = luax_toboolean(L, 1);
- b2Vec2 *vecs = new b2Vec2[vcount];
- if (istable)
- {
- for (int i = 0; i < vcount; i++)
- {
- lua_rawgeti(L, 2, 1 + i * 2);
- lua_rawgeti(L, 2, 2 + i * 2);
- float x = (float)lua_tonumber(L, -2);
- float y = (float)lua_tonumber(L, -1);
- vecs[i] = Physics::scaleDown(b2Vec2(x, y));
- lua_pop(L, 2);
- }
- }
- else
- {
- for (int i = 0; i < vcount; i++)
- {
- float x = (float)luaL_checknumber(L, 2 + i * 2);
- float y = (float)luaL_checknumber(L, 3 + i * 2);
- vecs[i] = Physics::scaleDown(b2Vec2(x, y));
- }
- }
- b2ChainShape *s = new b2ChainShape();
- try
- {
- if (loop)
- s->CreateLoop(vecs, vcount);
- else
- s->CreateChain(vecs, vcount);
- }
- catch (love::Exception &)
- {
- delete[] vecs;
- delete s;
- throw;
- }
- delete[] vecs;
- ChainShape *c = new ChainShape(s);
- luax_pushtype(L, PHYSICS_CHAIN_SHAPE_ID, c);
- c->release();
- return 1;
- }
- DistanceJoint *Physics::newDistanceJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, bool collideConnected)
- {
- return new DistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);
- }
- MouseJoint *Physics::newMouseJoint(Body *body, float x, float y)
- {
- return new MouseJoint(body, x, y);
- }
- RevoluteJoint *Physics::newRevoluteJoint(Body *body1, Body *body2, float x, float y, bool collideConnected)
- {
- return new RevoluteJoint(body1, body2, x, y, collideConnected);
- }
- PrismaticJoint *Physics::newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
- {
- return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
- }
- PulleyJoint *Physics::newPulleyJoint(Body *body1, Body *body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
- {
- return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio, collideConnected);
- }
- GearJoint *Physics::newGearJoint(Joint *joint1, Joint *joint2, float ratio, bool collideConnected)
- {
- return new GearJoint(joint1, joint2, ratio, collideConnected);
- }
- FrictionJoint *Physics::newFrictionJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
- {
- return new FrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected);
- }
- WeldJoint *Physics::newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
- {
- return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);
- }
- WheelJoint *Physics::newWheelJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
- {
- return new WheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
- }
- RopeJoint *Physics::newRopeJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected)
- {
- return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
- }
- MotorJoint *Physics::newMotorJoint(Body *body1, Body *body2)
- {
- return new MotorJoint(body1, body2);
- }
- MotorJoint *Physics::newMotorJoint(Body *body1, Body *body2, float correctionFactor, bool collideConnected)
- {
- return new MotorJoint(body1, body2, correctionFactor, collideConnected);
- }
- Fixture *Physics::newFixture(Body *body, Shape *shape, float density)
- {
- return new Fixture(body, shape, density);
- }
- int Physics::getDistance(lua_State *L)
- {
- Fixture *fixtureA = luax_checktype<Fixture>(L, 1, PHYSICS_FIXTURE_ID);
- Fixture *fixtureB = luax_checktype<Fixture>(L, 2, PHYSICS_FIXTURE_ID);
- b2DistanceProxy pA, pB;
- b2DistanceInput i;
- b2DistanceOutput o;
- b2SimplexCache c;
- c.count = 0;
- luax_catchexcept(L, [&]() {
- pA.Set(fixtureA->fixture->GetShape(), 0);
- pB.Set(fixtureB->fixture->GetShape(), 0);
- i.proxyA = pA;
- i.proxyB = pB;
- i.transformA = fixtureA->fixture->GetBody()->GetTransform();
- i.transformB = fixtureB->fixture->GetBody()->GetTransform();
- i.useRadii = true;
- b2Distance(&o, &c, &i);
- });
- lua_pushnumber(L, Physics::scaleUp(o.distance));
- lua_pushnumber(L, Physics::scaleUp(o.pointA.x));
- lua_pushnumber(L, Physics::scaleUp(o.pointA.y));
- lua_pushnumber(L, Physics::scaleUp(o.pointB.x));
- lua_pushnumber(L, Physics::scaleUp(o.pointB.y));
- return 5;
- }
- void Physics::setMeter(int scale)
- {
- if (scale < 1) throw love::Exception("Physics error: invalid meter");
- Physics::meter = scale;
- }
- int Physics::getMeter()
- {
- return meter;
- }
- void Physics::scaleDown(float &x, float &y)
- {
- x /= (float)meter;
- y /= (float)meter;
- }
- void Physics::scaleUp(float &x, float &y)
- {
- x *= (float)meter;
- y *= (float)meter;
- }
- float Physics::scaleDown(float f)
- {
- return f/(float)meter;
- }
- float Physics::scaleUp(float f)
- {
- return f*(float)meter;
- }
- b2Vec2 Physics::scaleDown(const b2Vec2 &v)
- {
- b2Vec2 t = v;
- scaleDown(t.x, t.y);
- return t;
- }
- b2Vec2 Physics::scaleUp(const b2Vec2 &v)
- {
- b2Vec2 t = v;
- scaleUp(t.x, t.y);
- return t;
- }
- b2AABB Physics::scaleDown(const b2AABB &aabb)
- {
- b2AABB t;
- t.lowerBound = scaleDown(aabb.lowerBound);
- t.upperBound = scaleDown(aabb.upperBound);
- return t;
- }
- b2AABB Physics::scaleUp(const b2AABB &aabb)
- {
- b2AABB t;
- t.lowerBound = scaleUp(aabb.lowerBound);
- t.upperBound = scaleUp(aabb.upperBound);
- return t;
- }
- } // box2d
- } // physics
- } // love
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