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Implement Fixture class properly.
--HG-- branch : box2d-update
This commit is contained in:
@@ -59,6 +59,8 @@ namespace box2d
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{
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protected:
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Body * body;
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Shape * shape;
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b2Fixture * fixture;
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fixtureudata * data;
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@@ -76,6 +78,64 @@ namespace box2d
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* debug drawing.
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**/
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Shape::Type getType() const;
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/**
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* Gets the Shape attached to this Fixture.
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**/
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Shape * getShape() const;
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/**
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* Checks whether this Fixture acts as a sensor.
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* @return True if sensor, false otherwise.
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**/
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bool isSensor() const;
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/**
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* Set whether this Fixture should be a sensor or not.
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* @param sensor True if sensor, false if not.
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**/
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void setSensor(bool sensor);
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/**
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* Gets the Body this Fixture is attached to.
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**/
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Body * getBody() const;
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/**
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* Gets the next Fixture attached to the parent Body.
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**/
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Fixture * getNext() const;
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/**
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* Sets the filter data. An integer array is used even though the
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* first two elements are unsigned shorts. The elements are:
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* category (16-bits), mask (16-bits) and group (32-bits/int).
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**/
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void setFilterData(int * v);
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/**
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* Gets the filter data. An integer array is used even though the
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* first two elements are unsigned shorts. The elements are:
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* category (16-bits), mask (16-bits) and group (32-bits/int).
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**/
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void getFilterData(int * v);
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/**
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* This function stores an in-C reference to
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* arbitrary Lua data in the Box2D Fixture object.
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*
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* The data set here will be passed to the collision
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* handler when collisions occur.
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**/
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int setUserData(lua_State * L);
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/**
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* Gets the data set with setData. If no
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* data is set, nil is returned.
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**/
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int getUserData(lua_State * L);
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/**
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* Sets the friction of the Fixture.
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@@ -95,12 +155,6 @@ namespace box2d
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**/
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void setDensity(float density);
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/**
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* Set whether this Fixture should be a sensor or not.
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* @param sensor True if sensor, false if not.
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**/
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void setSensor(bool sensor);
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/**
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* Gets the friction of the Fixture.
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* @returns The friction.
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@@ -118,45 +172,19 @@ namespace box2d
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* @return The density.
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**/
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float getDensity() const;
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/**
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* Checks whether this Fixture acts as a sensor.
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* @return True if sensor, false otherwise.
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**/
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bool isSensor() const;
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/**
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* Get the body attatched to this Fixture.
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* @return The parent Body.
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**/
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Body * getBody() const;
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/**
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* Checks if a point is inside the Fixture.
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* @param x The x-component of the Fixture.
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* @param y The y-component of the Fixture.
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* @param x The x-component of the point.
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* @param y The y-component of the point.
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**/
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bool testPoint(float x, float y) const;
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/**
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* Tests whether a line segment intersects a Fixture.
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* Cast a ray against this Fixture.
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**/
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int testSegment(lua_State * L);
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/**
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* Sets the filter data. An integer array is used even though the
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* first two elements are unsigned shorts. The elements are:
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* category (16-bits), mask (16-bits) and group (32-bits/int).
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**/
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void setFilterData(int * v);
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/**
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* Gets the filter data. An integer array is used even though the
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* first two elements are unsigned shorts. The elements are:
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* category (16-bits), mask (16-bits) and group (32-bits/int).
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**/
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void getFilterData(int * v);
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int rayCast(lua_State * L) const;
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void setGroupIndex(int index);
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int getGroupIndex() const;
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@@ -167,27 +195,18 @@ namespace box2d
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uint16 getBits(lua_State * L);
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int pushBits(lua_State * L, uint16 bits);
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/**
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* This function stores an in-C reference to
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* arbitrary Lua data in the Box2D Fixture object.
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*
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* The data set here will be passed to the collision
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* handler when collisions occur.
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**/
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int setData(lua_State * L);
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/**
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* Gets the data set with setData. If no
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* data is set, nil is returned.
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**/
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int getData(lua_State * L);
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/**
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* Gets the bounding box for this Fixture.
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* The function returns eight values which can be
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* passed directly to love.graphics.polygon.
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**/
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int getBoundingBox(lua_State * L);
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int getBoundingBox(lua_State * L) const;
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/**
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* Gets the mass data for this Fixture.
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* This operation may be expensive.
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**/
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int getMassData(lua_State * L) const;
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};
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} // box2d
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