mirror of
https://github.com/love2d/love-android.git
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490 lines
14 KiB
C++
490 lines
14 KiB
C++
/**
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* Copyright (c) 2006-2014 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "wrap_Physics.h"
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#include "wrap_World.h"
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#include "wrap_Contact.h"
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#include "wrap_Body.h"
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#include "wrap_Fixture.h"
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#include "wrap_Shape.h"
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#include "wrap_CircleShape.h"
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#include "wrap_PolygonShape.h"
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#include "wrap_EdgeShape.h"
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#include "wrap_ChainShape.h"
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#include "wrap_Joint.h"
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#include "wrap_MouseJoint.h"
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#include "wrap_DistanceJoint.h"
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#include "wrap_PrismaticJoint.h"
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#include "wrap_RevoluteJoint.h"
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#include "wrap_PulleyJoint.h"
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#include "wrap_GearJoint.h"
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#include "wrap_FrictionJoint.h"
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#include "wrap_WeldJoint.h"
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#include "wrap_WheelJoint.h"
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#include "wrap_RopeJoint.h"
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#include "wrap_MotorJoint.h"
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namespace love
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{
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namespace physics
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{
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namespace box2d
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{
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static Physics *instance = 0;
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int w_newWorld(lua_State *L)
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{
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float gx = (float)luaL_optnumber(L, 1, 0);
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float gy = (float)luaL_optnumber(L, 2, 0);
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bool sleep = luax_optboolean(L, 3, true);
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World *w;
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EXCEPT_GUARD(w = instance->newWorld(gx, gy, sleep);)
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luax_pushtype(L, "World", PHYSICS_WORLD_T, w);
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return 1;
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}
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int w_newBody(lua_State *L)
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{
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World *world = luax_checktype<World>(L, 1, "World", PHYSICS_WORLD_T);
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float x = (float)luaL_optnumber(L, 2, 0.0);
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float y = (float)luaL_optnumber(L, 3, 0.0);
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Body::Type btype = Body::BODY_STATIC;
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const char *typestr = lua_isnoneornil(L, 4) ? 0 : lua_tostring(L, 4);
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if (typestr && !Body::getConstant(typestr, btype))
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return luaL_error(L, "Invalid Body type: %s", typestr);
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Body *body;
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EXCEPT_GUARD(body = instance->newBody(world, x, y, btype);)
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luax_pushtype(L, "Body", PHYSICS_BODY_T, body);
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return 1;
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}
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int w_newFixture(lua_State *L)
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{
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Body *body = luax_checkbody(L, 1);
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Shape *shape = luax_checkshape(L, 2);
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float density = (float)luaL_optnumber(L, 3, 1.0f);
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Fixture *fixture;
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EXCEPT_GUARD(fixture = instance->newFixture(body, shape, density);)
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luax_pushtype(L, "Fixture", PHYSICS_FIXTURE_T, fixture);
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return 1;
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}
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int w_newCircleShape(lua_State *L)
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{
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int top = lua_gettop(L);
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if (top == 1)
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{
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float radius = (float)luaL_checknumber(L, 1);
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CircleShape *shape;
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EXCEPT_GUARD(shape = instance->newCircleShape(radius);)
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luax_pushtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, shape);
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return 1;
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}
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else if (top == 3)
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{
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float x = (float)luaL_checknumber(L, 1);
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float y = (float)luaL_checknumber(L, 2);
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float radius = (float)luaL_checknumber(L, 3);
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CircleShape *shape;
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EXCEPT_GUARD(shape = instance->newCircleShape(x, y, radius);)
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luax_pushtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, shape);
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return 1;
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}
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else
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return luaL_error(L, "Incorrect number of parameters");
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}
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int w_newRectangleShape(lua_State *L)
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{
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int top = lua_gettop(L);
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if (top == 2)
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{
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float w = (float)luaL_checknumber(L, 1);
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float h = (float)luaL_checknumber(L, 2);
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PolygonShape *shape;
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EXCEPT_GUARD(shape = instance->newRectangleShape(w, h);)
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luax_pushtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, shape);
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return 1;
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}
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else if (top == 4 || top == 5)
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{
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float x = (float)luaL_checknumber(L, 1);
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float y = (float)luaL_checknumber(L, 2);
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float w = (float)luaL_checknumber(L, 3);
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float h = (float)luaL_checknumber(L, 4);
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float angle = (float)luaL_optnumber(L, 5, 0);
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PolygonShape *shape;
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EXCEPT_GUARD(shape = instance->newRectangleShape(x, y, w, h, angle);)
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luax_pushtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, shape);
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return 1;
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}
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else
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return luaL_error(L, "Incorrect number of parameters");
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}
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int w_newEdgeShape(lua_State *L)
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{
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float x1 = (float)luaL_checknumber(L, 1);
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float y1 = (float)luaL_checknumber(L, 2);
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float x2 = (float)luaL_checknumber(L, 3);
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float y2 = (float)luaL_checknumber(L, 4);
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EdgeShape *shape;
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EXCEPT_GUARD(shape = instance->newEdgeShape(x1, y1, x2, y2);)
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luax_pushtype(L, "EdgeShape", PHYSICS_EDGE_SHAPE_T, shape);
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return 1;
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}
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int w_newPolygonShape(lua_State *L)
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{
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int ret = 0;
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EXCEPT_GUARD(ret = instance->newPolygonShape(L);)
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return ret;
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}
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int w_newChainShape(lua_State *L)
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{
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int ret = 0;
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EXCEPT_GUARD(ret = instance->newChainShape(L);)
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return ret;
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}
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int w_newDistanceJoint(lua_State *L)
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{
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Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x1 = (float)luaL_checknumber(L, 3);
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float y1 = (float)luaL_checknumber(L, 4);
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float x2 = (float)luaL_checknumber(L, 5);
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float y2 = (float)luaL_checknumber(L, 6);
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bool collideConnected = luax_optboolean(L, 7, false);
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DistanceJoint *j;
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EXCEPT_GUARD(j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);)
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luax_pushtype(L, "DistanceJoint", PHYSICS_DISTANCE_JOINT_T, j);
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return 1;
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}
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int w_newMouseJoint(lua_State *L)
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{
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Body *body = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 2);
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float y = (float)luaL_checknumber(L, 3);
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MouseJoint *j;
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EXCEPT_GUARD(j = instance->newMouseJoint(body, x, y);)
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luax_pushtype(L, "MouseJoint", PHYSICS_MOUSE_JOINT_T, j);
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return 1;
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}
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int w_newRevoluteJoint(lua_State *L)
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{
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Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 3);
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float y = (float)luaL_checknumber(L, 4);
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bool collideConnected = luax_optboolean(L, 5, false);
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RevoluteJoint *j;
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EXCEPT_GUARD(j = instance->newRevoluteJoint(body1, body2, x, y, collideConnected);)
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luax_pushtype(L, "RevoluteJoint", PHYSICS_REVOLUTE_JOINT_T, j);
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return 1;
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}
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int w_newPrismaticJoint(lua_State *L)
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{
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Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float xA = (float)luaL_checknumber(L, 3);
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float yA = (float)luaL_checknumber(L, 4);
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float xB, yB, ax, ay;
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bool collideConnected;
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if (lua_gettop(L) >= 8)
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{
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xB = (float)luaL_checknumber(L, 5);
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yB = (float)luaL_checknumber(L, 6);
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ax = (float)luaL_checknumber(L, 7);
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ay = (float)luaL_checknumber(L, 8);
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collideConnected = luax_optboolean(L, 9, false);
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}
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else
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{
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xB = xA;
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yB = yA;
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ax = (float)luaL_checknumber(L, 5);
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ay = (float)luaL_checknumber(L, 6);
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collideConnected = luax_optboolean(L, 7, false);
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}
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PrismaticJoint *j;
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EXCEPT_GUARD(j = instance->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);)
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luax_pushtype(L, "PrismaticJoint", PHYSICS_PRISMATIC_JOINT_T, j);
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return 1;
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}
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int w_newPulleyJoint(lua_State *L)
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{
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Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float gx1 = (float)luaL_checknumber(L, 3);
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float gy1 = (float)luaL_checknumber(L, 4);
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float gx2 = (float)luaL_checknumber(L, 5);
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float gy2 = (float)luaL_checknumber(L, 6);
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float x1 = (float)luaL_checknumber(L, 7);
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float y1 = (float)luaL_checknumber(L, 8);
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float x2 = (float)luaL_checknumber(L, 9);
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float y2 = (float)luaL_checknumber(L, 10);
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float ratio = (float)luaL_optnumber(L, 11, 1.0);
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bool collideConnected = luax_optboolean(L, 12, true); // PulleyJoints default to colliding connected bodies, see b2PulleyJoint.h
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PulleyJoint *j;
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EXCEPT_GUARD(j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio, collideConnected);)
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luax_pushtype(L, "PulleyJoint", PHYSICS_PULLEY_JOINT_T, j);
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return 1;
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}
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int w_newGearJoint(lua_State *L)
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{
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Joint *joint1 = luax_checktype<Joint>(L, 1, "Joint", PHYSICS_JOINT_T);
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Joint *joint2 = luax_checktype<Joint>(L, 2, "Joint", PHYSICS_JOINT_T);
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float ratio = (float)luaL_optnumber(L, 3, 1.0);
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bool collideConnected = luax_optboolean(L, 4, false);
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GearJoint *j;
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EXCEPT_GUARD(j = instance->newGearJoint(joint1, joint2, ratio, collideConnected);)
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luax_pushtype(L, "GearJoint", PHYSICS_GEAR_JOINT_T, j);
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return 1;
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}
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int w_newFrictionJoint(lua_State *L)
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{
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Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float xA = (float)luaL_checknumber(L, 3);
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float yA = (float)luaL_checknumber(L, 4);
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float xB, yB;
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bool collideConnected;
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if (lua_gettop(L) >= 6)
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{
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xB = (float)luaL_checknumber(L, 5);
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yB = (float)luaL_checknumber(L, 6);
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collideConnected = luax_optboolean(L, 7, false);
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}
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else
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{
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xB = xA;
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yB = yA;
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collideConnected = luax_optboolean(L, 5, false);
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}
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FrictionJoint *j;
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EXCEPT_GUARD(j = instance->newFrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected);)
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luax_pushtype(L, "FrictionJoint", PHYSICS_FRICTION_JOINT_T, j);
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return 1;
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}
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int w_newWeldJoint(lua_State *L)
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{
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Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float xA = (float)luaL_checknumber(L, 3);
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float yA = (float)luaL_checknumber(L, 4);
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float xB, yB;
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bool collideConnected;
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if (lua_gettop(L) >= 6)
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{
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xB = (float)luaL_checknumber(L, 5);
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yB = (float)luaL_checknumber(L, 6);
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collideConnected = luax_optboolean(L, 7, false);
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}
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else
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{
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xB = xA;
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yB = yA;
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collideConnected = luax_optboolean(L, 5, false);
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}
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WeldJoint *j;
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EXCEPT_GUARD(j = instance->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);)
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luax_pushtype(L, "WeldJoint", PHYSICS_WELD_JOINT_T, j);
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return 1;
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}
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int w_newWheelJoint(lua_State *L)
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{
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Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float xA = (float)luaL_checknumber(L, 3);
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float yA = (float)luaL_checknumber(L, 4);
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float xB, yB, ax, ay;
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bool collideConnected;
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if (lua_gettop(L) >= 8)
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{
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xB = (float)luaL_checknumber(L, 5);
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yB = (float)luaL_checknumber(L, 6);
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ax = (float)luaL_checknumber(L, 7);
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ay = (float)luaL_checknumber(L, 8);
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collideConnected = luax_optboolean(L, 9, false);
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}
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else
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{
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xB = xA;
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yB = yA;
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ax = (float)luaL_checknumber(L, 5);
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ay = (float)luaL_checknumber(L, 6);
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collideConnected = luax_optboolean(L, 7, false);
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}
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WheelJoint *j;
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EXCEPT_GUARD(j = instance->newWheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);)
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luax_pushtype(L, "WheelJoint", PHYSICS_WHEEL_JOINT_T, j);
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return 1;
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}
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int w_newRopeJoint(lua_State *L)
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{
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Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x1 = (float)luaL_checknumber(L, 3);
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float y1 = (float)luaL_checknumber(L, 4);
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float x2 = (float)luaL_checknumber(L, 5);
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float y2 = (float)luaL_checknumber(L, 6);
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float maxLength = (float)luaL_checknumber(L, 7);
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bool collideConnected = luax_optboolean(L, 8, false);
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RopeJoint *j;
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EXCEPT_GUARD(j = instance->newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);)
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luax_pushtype(L, "RopeJoint", PHYSICS_ROPE_JOINT_T, j);
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return 1;
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}
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int w_newMotorJoint(lua_State *L)
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{
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Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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MotorJoint *j = 0;
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if (!lua_isnoneornil(L, 3))
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{
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float correctionFactor = (float)luaL_checknumber(L, 3);
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EXCEPT_GUARD(j = instance->newMotorJoint(body1, body2, correctionFactor);)
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}
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else
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{
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EXCEPT_GUARD(j = instance->newMotorJoint(body1, body2);)
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}
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luax_pushtype(L, "MotorJoint", PHYSICS_MOTOR_JOINT_T, j);
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return 1;
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}
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int w_getDistance(lua_State *L)
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{
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return instance->getDistance(L);
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}
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int w_setMeter(lua_State *L)
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{
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int arg1 = luaL_checkint(L, 1);
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EXCEPT_GUARD(Physics::setMeter(arg1);)
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return 0;
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}
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int w_getMeter(lua_State *L)
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{
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lua_pushinteger(L, Physics::getMeter());
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return 1;
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}
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// List of functions to wrap.
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static const luaL_Reg functions[] =
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{
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{ "newWorld", w_newWorld },
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{ "newBody", w_newBody },
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{ "newFixture", w_newFixture },
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{ "newCircleShape", w_newCircleShape },
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{ "newRectangleShape", w_newRectangleShape },
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{ "newPolygonShape", w_newPolygonShape },
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{ "newEdgeShape", w_newEdgeShape },
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{ "newChainShape", w_newChainShape },
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{ "newDistanceJoint", w_newDistanceJoint },
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{ "newMouseJoint", w_newMouseJoint },
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{ "newRevoluteJoint", w_newRevoluteJoint },
|
|
{ "newPrismaticJoint", w_newPrismaticJoint },
|
|
{ "newPulleyJoint", w_newPulleyJoint },
|
|
{ "newGearJoint", w_newGearJoint },
|
|
{ "newFrictionJoint", w_newFrictionJoint },
|
|
{ "newWeldJoint", w_newWeldJoint },
|
|
{ "newWheelJoint", w_newWheelJoint },
|
|
{ "newRopeJoint", w_newRopeJoint },
|
|
{ "newMotorJoint", w_newMotorJoint },
|
|
{ "getDistance", w_getDistance },
|
|
{ "getMeter", w_getMeter },
|
|
{ "setMeter", w_setMeter },
|
|
{ 0, 0 },
|
|
};
|
|
|
|
static const lua_CFunction types[] =
|
|
{
|
|
luaopen_world,
|
|
luaopen_contact,
|
|
luaopen_body,
|
|
luaopen_fixture,
|
|
luaopen_shape,
|
|
luaopen_circleshape,
|
|
luaopen_polygonshape,
|
|
luaopen_edgeshape,
|
|
luaopen_chainshape,
|
|
luaopen_joint,
|
|
luaopen_mousejoint,
|
|
luaopen_distancejoint,
|
|
luaopen_prismaticjoint,
|
|
luaopen_revolutejoint,
|
|
luaopen_pulleyjoint,
|
|
luaopen_gearjoint,
|
|
luaopen_frictionjoint,
|
|
luaopen_weldjoint,
|
|
luaopen_wheeljoint,
|
|
luaopen_ropejoint,
|
|
luaopen_motorjoint,
|
|
0
|
|
};
|
|
|
|
extern "C" int luaopen_love_physics(lua_State *L)
|
|
{
|
|
if (instance == 0)
|
|
{
|
|
EXCEPT_GUARD(instance = new Physics();)
|
|
}
|
|
else
|
|
instance->retain();
|
|
|
|
WrappedModule w;
|
|
w.module = instance;
|
|
w.name = "physics";
|
|
w.flags = MODULE_T;
|
|
w.functions = functions;
|
|
w.types = types;
|
|
|
|
return luax_register_module(L, w);
|
|
}
|
|
|
|
} // box2d
|
|
} // physics
|
|
} // love
|