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love-android/jni/love/src/modules/physics/box2d/Fixture.cpp
T

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/**
* Copyright (c) 2006-2015 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 "Fixture.h"
// Module
#include "Body.h"
#include "World.h"
#include "Physics.h"
#include "common/Memoizer.h"
// STD
#include <bitset>
namespace love
{
namespace physics
{
namespace box2d
{
Fixture::Fixture(Body *body, Shape *shape, float density)
: body(body)
, fixture(nullptr)
{
data = new fixtureudata();
data->ref = nullptr;
b2FixtureDef def;
def.shape = shape->shape;
def.userData = (void *)data;
def.density = density;
fixture = body->body->CreateFixture(&def);
this->retain();
Memoizer::add(fixture, this);
}
Fixture::Fixture(b2Fixture *f)
: fixture(f)
{
data = (fixtureudata *)f->GetUserData();
body = (Body *)Memoizer::find(f->GetBody());
if (!body)
body = new Body(f->GetBody());
this->retain();
Memoizer::add(fixture, this);
}
Fixture::~Fixture()
{
if (data != nullptr)
delete data->ref;
delete data;
}
Shape::Type Fixture::getType() const
{
return Shape(fixture->GetShape(), false).getType();
}
void Fixture::setFriction(float friction)
{
fixture->SetFriction(friction);
}
void Fixture::setRestitution(float restitution)
{
fixture->SetRestitution(restitution);
}
void Fixture::setDensity(float density)
{
fixture->SetDensity(density);
}
void Fixture::setSensor(bool sensor)
{
fixture->SetSensor(sensor);
}
float Fixture::getFriction() const
{
return fixture->GetFriction();
}
float Fixture::getRestitution() const
{
return fixture->GetRestitution();
}
float Fixture::getDensity() const
{
return fixture->GetDensity();
}
bool Fixture::isSensor() const
{
return fixture->IsSensor();
}
Body *Fixture::getBody() const
{
return body;
}
Shape *Fixture::getShape() const
{
if (!fixture->GetShape())
return nullptr;
return new Shape(fixture->GetShape(), false);
}
bool Fixture::isValid() const
{
return fixture != nullptr;
}
void Fixture::setFilterData(int *v)
{
b2Filter f;
f.categoryBits = (uint16) v[0];
f.maskBits = (uint16) v[1];
f.groupIndex = (int16) v[2];
fixture->SetFilterData(f);
}
void Fixture::getFilterData(int *v)
{
b2Filter f = fixture->GetFilterData();
v[0] = (int) f.categoryBits;
v[1] = (int) f.maskBits;
v[2] = (int) f.groupIndex;
}
int Fixture::setCategory(lua_State *L)
{
b2Filter f = fixture->GetFilterData();
f.categoryBits = (uint16)getBits(L);
fixture->SetFilterData(f);
return 0;
}
int Fixture::setMask(lua_State *L)
{
b2Filter f = fixture->GetFilterData();
f.maskBits = ~(uint16)getBits(L);
fixture->SetFilterData(f);
return 0;
}
void Fixture::setGroupIndex(int index)
{
b2Filter f = fixture->GetFilterData();
f.groupIndex = (uint16)index;
fixture->SetFilterData(f);
}
int Fixture::getGroupIndex() const
{
b2Filter f = fixture->GetFilterData();
return f.groupIndex;
}
int Fixture::getCategory(lua_State *L)
{
return pushBits(L, fixture->GetFilterData().categoryBits);
}
int Fixture::getMask(lua_State *L)
{
return pushBits(L, ~(fixture->GetFilterData().maskBits));
}
uint16 Fixture::getBits(lua_State *L)
{
// Get number of args.
int argc = lua_gettop(L);
// The new bitset.
std::bitset<16> b;
for (int i = 1; i<=argc; i++)
{
size_t bpos = (size_t)(lua_tointeger(L, i)-1);
if (bpos >= 16)
luaL_error(L, "Values must be in range 1-16.");
b.set(bpos, true);
}
return (uint16)b.to_ulong();
}
int Fixture::pushBits(lua_State *L, uint16 bits)
{
// Create a bitset.
std::bitset<16> b((int)bits);
// Push all set bits.
for (int i = 0; i<16; i++)
if (b.test(i))
lua_pushinteger(L, i+1);
// Count number of set bits.
return (int)b.count();
}
int Fixture::setUserData(lua_State *L)
{
love::luax_assert_argc(L, 1, 1);
delete data->ref;
data->ref = new Reference(L);
return 0;
}
int Fixture::getUserData(lua_State *L)
{
if (data->ref != nullptr)
data->ref->push(L);
else
lua_pushnil(L);
return 1;
}
bool Fixture::testPoint(float x, float y) const
{
return fixture->TestPoint(Physics::scaleDown(b2Vec2(x, y)));
}
int Fixture::rayCast(lua_State *L) const
{
float p1x = Physics::scaleDown((float)luaL_checknumber(L, 1));
float p1y = Physics::scaleDown((float)luaL_checknumber(L, 2));
float p2x = Physics::scaleDown((float)luaL_checknumber(L, 3));
float p2y = Physics::scaleDown((float)luaL_checknumber(L, 4));
float maxFraction = (float)luaL_checknumber(L, 5);
int childIndex = (int) luaL_optnumber(L, 6, 1) - 1; // Convert from 1-based index
b2RayCastInput input;
input.p1.Set(p1x, p1y);
input.p2.Set(p2x, p2y);
input.maxFraction = maxFraction;
b2RayCastOutput output;
if (!fixture->RayCast(&output, input, childIndex))
return 0; // Nothing hit.
lua_pushnumber(L, output.normal.x);
lua_pushnumber(L, output.normal.y);
lua_pushnumber(L, output.fraction);
return 3;
}
int Fixture::getBoundingBox(lua_State *L) const
{
int childIndex = (int) luaL_optnumber(L, 1, 1) - 1; // Convert from 1-based index
b2AABB box = fixture->GetAABB(childIndex);
box = Physics::scaleUp(box);
lua_pushnumber(L, box.lowerBound.x);
lua_pushnumber(L, box.lowerBound.y);
lua_pushnumber(L, box.upperBound.x);
lua_pushnumber(L, box.upperBound.y);
return 4;
}
int Fixture::getMassData(lua_State *L) const
{
b2MassData data;
fixture->GetMassData(&data);
b2Vec2 center = Physics::scaleUp(data.center);
lua_pushnumber(L, center.x);
lua_pushnumber(L, center.y);
lua_pushnumber(L, data.mass);
lua_pushnumber(L, data.I);
return 4;
}
void Fixture::destroy(bool implicit)
{
if (body->world->world->IsLocked())
{
// Called during time step. Save reference for destruction afterwards.
this->retain();
body->world->destructFixtures.push_back(this);
return;
}
if (!implicit && fixture != nullptr)
body->body->DestroyFixture(fixture);
Memoizer::remove(fixture);
fixture = nullptr;
// Box2D fixture destroyed. Release its reference to the love Fixture.
this->release();
}
} // box2d
} // physics
} // love