mirror of
https://github.com/love2d/love.git
synced 2026-08-16 16:20:42 +02:00
CRLF to LF
This commit is contained in:
+225
-225
@@ -1,225 +1,225 @@
|
||||
/**
|
||||
* Copyright (c) 2006-2012 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.
|
||||
**/
|
||||
|
||||
#ifndef LOVE_PHYSICS_BOX2D_FIXTURE_H
|
||||
#define LOVE_PHYSICS_BOX2D_FIXTURE_H
|
||||
|
||||
// LOVE
|
||||
#include "physics/Shape.h"
|
||||
#include "physics/box2d/Body.h"
|
||||
#include "physics/box2d/Shape.h"
|
||||
#include "common/Object.h"
|
||||
#include "common/Reference.h"
|
||||
|
||||
// Box2D
|
||||
#include <Box2D/Box2D.h>
|
||||
|
||||
namespace love
|
||||
{
|
||||
namespace physics
|
||||
{
|
||||
namespace box2d
|
||||
{
|
||||
|
||||
/**
|
||||
* This struct is stored in a void pointer
|
||||
* in the Box2D Fixture class. For now, all we
|
||||
* need is a Lua reference to arbitrary data,
|
||||
* but we might need more later.
|
||||
**/
|
||||
struct fixtureudata
|
||||
{
|
||||
// Reference to arbitrary data.
|
||||
Reference *ref;
|
||||
};
|
||||
|
||||
/**
|
||||
* A Fixture is used to attach a shape to a body for collision detection.
|
||||
* A Fixture inherits its transform from its parent. Fixtures hold
|
||||
* additional non-geometric data such as friction, collision filters,
|
||||
* etc.
|
||||
**/
|
||||
class Fixture : public Object
|
||||
{
|
||||
public:
|
||||
friend class Physics;
|
||||
|
||||
/**
|
||||
* Creates a Fixture.
|
||||
**/
|
||||
Fixture(Body *body, Shape *shape, float density);
|
||||
|
||||
/**
|
||||
* Creates a Fixture.
|
||||
**/
|
||||
Fixture(b2Fixture *f);
|
||||
|
||||
virtual ~Fixture();
|
||||
|
||||
/**
|
||||
* Gets the type of the Fixture's Shape. Useful for
|
||||
* debug drawing.
|
||||
**/
|
||||
Shape::Type getType() const;
|
||||
|
||||
/**
|
||||
* Gets the Shape attached to this Fixture.
|
||||
**/
|
||||
Shape *getShape() const;
|
||||
|
||||
/**
|
||||
* Returns true if the fixture is active in a Box2D world.
|
||||
**/
|
||||
bool isValid() const;
|
||||
|
||||
/**
|
||||
* Checks whether this Fixture acts as a sensor.
|
||||
* @return True if sensor, false otherwise.
|
||||
**/
|
||||
bool isSensor() const;
|
||||
|
||||
/**
|
||||
* Set whether this Fixture should be a sensor or not.
|
||||
* @param sensor True if sensor, false if not.
|
||||
**/
|
||||
void setSensor(bool sensor);
|
||||
|
||||
/**
|
||||
* Gets the Body this Fixture is attached to.
|
||||
**/
|
||||
Body *getBody() const;
|
||||
|
||||
/**
|
||||
* Sets the filter data. An integer array is used even though the
|
||||
* first two elements are unsigned shorts. The elements are:
|
||||
* category (16-bits), mask (16-bits) and group (32-bits/int).
|
||||
**/
|
||||
void setFilterData(int *v);
|
||||
|
||||
/**
|
||||
* Gets the filter data. An integer array is used even though the
|
||||
* first two elements are unsigned shorts. The elements are:
|
||||
* category (16-bits), mask (16-bits) and group (32-bits/int).
|
||||
**/
|
||||
void getFilterData(int *v);
|
||||
|
||||
/**
|
||||
* This function stores an in-C reference to
|
||||
* arbitrary Lua data in the Box2D Fixture object.
|
||||
*
|
||||
* The data set here will be passed to the collision
|
||||
* handler when collisions occur.
|
||||
**/
|
||||
int setUserData(lua_State *L);
|
||||
|
||||
/**
|
||||
* Gets the data set with setData. If no
|
||||
* data is set, nil is returned.
|
||||
**/
|
||||
int getUserData(lua_State *L);
|
||||
|
||||
/**
|
||||
* Sets the friction of the Fixture.
|
||||
* @param friction The new friction.
|
||||
**/
|
||||
void setFriction(float friction);
|
||||
|
||||
/**
|
||||
* Sets the restitution for the Fixture.
|
||||
* @param restitution The restitution.
|
||||
**/
|
||||
void setRestitution(float restitution);
|
||||
|
||||
/**
|
||||
* Sets the density of the Fixture.
|
||||
* @param density The density of the Fixture.
|
||||
**/
|
||||
void setDensity(float density);
|
||||
|
||||
/**
|
||||
* Gets the friction of the Fixture.
|
||||
* @returns The friction.
|
||||
**/
|
||||
float getFriction() const;
|
||||
|
||||
/**
|
||||
* Gets the restitution of the Fixture.
|
||||
* @return The restitution of the Fixture.
|
||||
**/
|
||||
float getRestitution() const;
|
||||
|
||||
/**
|
||||
* Gets the density of the Fixture.
|
||||
* @return The density.
|
||||
**/
|
||||
float getDensity() const;
|
||||
|
||||
/**
|
||||
* Checks if a point is inside the Fixture.
|
||||
* @param x The x-component of the point.
|
||||
* @param y The y-component of the point.
|
||||
**/
|
||||
bool testPoint(float x, float y) const;
|
||||
|
||||
/**
|
||||
* Cast a ray against this Fixture.
|
||||
**/
|
||||
int rayCast(lua_State *L) const;
|
||||
|
||||
void setGroupIndex(int index);
|
||||
int getGroupIndex() const;
|
||||
|
||||
int setCategory(lua_State *L);
|
||||
int setMask(lua_State *L);
|
||||
int getCategory(lua_State *L);
|
||||
int getMask(lua_State *L);
|
||||
uint16 getBits(lua_State *L);
|
||||
int pushBits(lua_State *L, uint16 bits);
|
||||
|
||||
/**
|
||||
* Gets the bounding box for this Fixture.
|
||||
* The function returns eight values which can be
|
||||
* passed directly to love.graphics.polygon.
|
||||
**/
|
||||
int getBoundingBox(lua_State *L) const;
|
||||
|
||||
/**
|
||||
* Gets the mass data for this Fixture.
|
||||
* This operation may be expensive.
|
||||
**/
|
||||
int getMassData(lua_State *L) const;
|
||||
|
||||
/**
|
||||
* Destroys this fixture.
|
||||
**/
|
||||
void destroy(bool implicit = false);
|
||||
|
||||
protected:
|
||||
|
||||
Body *body;
|
||||
fixtureudata *data;
|
||||
b2Fixture *fixture;
|
||||
};
|
||||
|
||||
} // box2d
|
||||
} // physics
|
||||
} // love
|
||||
|
||||
#endif // LOVE_PHYSICS_BOX2D_FIXTURE_H
|
||||
/**
|
||||
* Copyright (c) 2006-2012 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.
|
||||
**/
|
||||
|
||||
#ifndef LOVE_PHYSICS_BOX2D_FIXTURE_H
|
||||
#define LOVE_PHYSICS_BOX2D_FIXTURE_H
|
||||
|
||||
// LOVE
|
||||
#include "physics/Shape.h"
|
||||
#include "physics/box2d/Body.h"
|
||||
#include "physics/box2d/Shape.h"
|
||||
#include "common/Object.h"
|
||||
#include "common/Reference.h"
|
||||
|
||||
// Box2D
|
||||
#include <Box2D/Box2D.h>
|
||||
|
||||
namespace love
|
||||
{
|
||||
namespace physics
|
||||
{
|
||||
namespace box2d
|
||||
{
|
||||
|
||||
/**
|
||||
* This struct is stored in a void pointer
|
||||
* in the Box2D Fixture class. For now, all we
|
||||
* need is a Lua reference to arbitrary data,
|
||||
* but we might need more later.
|
||||
**/
|
||||
struct fixtureudata
|
||||
{
|
||||
// Reference to arbitrary data.
|
||||
Reference *ref;
|
||||
};
|
||||
|
||||
/**
|
||||
* A Fixture is used to attach a shape to a body for collision detection.
|
||||
* A Fixture inherits its transform from its parent. Fixtures hold
|
||||
* additional non-geometric data such as friction, collision filters,
|
||||
* etc.
|
||||
**/
|
||||
class Fixture : public Object
|
||||
{
|
||||
public:
|
||||
friend class Physics;
|
||||
|
||||
/**
|
||||
* Creates a Fixture.
|
||||
**/
|
||||
Fixture(Body *body, Shape *shape, float density);
|
||||
|
||||
/**
|
||||
* Creates a Fixture.
|
||||
**/
|
||||
Fixture(b2Fixture *f);
|
||||
|
||||
virtual ~Fixture();
|
||||
|
||||
/**
|
||||
* Gets the type of the Fixture's Shape. Useful for
|
||||
* debug drawing.
|
||||
**/
|
||||
Shape::Type getType() const;
|
||||
|
||||
/**
|
||||
* Gets the Shape attached to this Fixture.
|
||||
**/
|
||||
Shape *getShape() const;
|
||||
|
||||
/**
|
||||
* Returns true if the fixture is active in a Box2D world.
|
||||
**/
|
||||
bool isValid() const;
|
||||
|
||||
/**
|
||||
* Checks whether this Fixture acts as a sensor.
|
||||
* @return True if sensor, false otherwise.
|
||||
**/
|
||||
bool isSensor() const;
|
||||
|
||||
/**
|
||||
* Set whether this Fixture should be a sensor or not.
|
||||
* @param sensor True if sensor, false if not.
|
||||
**/
|
||||
void setSensor(bool sensor);
|
||||
|
||||
/**
|
||||
* Gets the Body this Fixture is attached to.
|
||||
**/
|
||||
Body *getBody() const;
|
||||
|
||||
/**
|
||||
* Sets the filter data. An integer array is used even though the
|
||||
* first two elements are unsigned shorts. The elements are:
|
||||
* category (16-bits), mask (16-bits) and group (32-bits/int).
|
||||
**/
|
||||
void setFilterData(int *v);
|
||||
|
||||
/**
|
||||
* Gets the filter data. An integer array is used even though the
|
||||
* first two elements are unsigned shorts. The elements are:
|
||||
* category (16-bits), mask (16-bits) and group (32-bits/int).
|
||||
**/
|
||||
void getFilterData(int *v);
|
||||
|
||||
/**
|
||||
* This function stores an in-C reference to
|
||||
* arbitrary Lua data in the Box2D Fixture object.
|
||||
*
|
||||
* The data set here will be passed to the collision
|
||||
* handler when collisions occur.
|
||||
**/
|
||||
int setUserData(lua_State *L);
|
||||
|
||||
/**
|
||||
* Gets the data set with setData. If no
|
||||
* data is set, nil is returned.
|
||||
**/
|
||||
int getUserData(lua_State *L);
|
||||
|
||||
/**
|
||||
* Sets the friction of the Fixture.
|
||||
* @param friction The new friction.
|
||||
**/
|
||||
void setFriction(float friction);
|
||||
|
||||
/**
|
||||
* Sets the restitution for the Fixture.
|
||||
* @param restitution The restitution.
|
||||
**/
|
||||
void setRestitution(float restitution);
|
||||
|
||||
/**
|
||||
* Sets the density of the Fixture.
|
||||
* @param density The density of the Fixture.
|
||||
**/
|
||||
void setDensity(float density);
|
||||
|
||||
/**
|
||||
* Gets the friction of the Fixture.
|
||||
* @returns The friction.
|
||||
**/
|
||||
float getFriction() const;
|
||||
|
||||
/**
|
||||
* Gets the restitution of the Fixture.
|
||||
* @return The restitution of the Fixture.
|
||||
**/
|
||||
float getRestitution() const;
|
||||
|
||||
/**
|
||||
* Gets the density of the Fixture.
|
||||
* @return The density.
|
||||
**/
|
||||
float getDensity() const;
|
||||
|
||||
/**
|
||||
* Checks if a point is inside the Fixture.
|
||||
* @param x The x-component of the point.
|
||||
* @param y The y-component of the point.
|
||||
**/
|
||||
bool testPoint(float x, float y) const;
|
||||
|
||||
/**
|
||||
* Cast a ray against this Fixture.
|
||||
**/
|
||||
int rayCast(lua_State *L) const;
|
||||
|
||||
void setGroupIndex(int index);
|
||||
int getGroupIndex() const;
|
||||
|
||||
int setCategory(lua_State *L);
|
||||
int setMask(lua_State *L);
|
||||
int getCategory(lua_State *L);
|
||||
int getMask(lua_State *L);
|
||||
uint16 getBits(lua_State *L);
|
||||
int pushBits(lua_State *L, uint16 bits);
|
||||
|
||||
/**
|
||||
* Gets the bounding box for this Fixture.
|
||||
* The function returns eight values which can be
|
||||
* passed directly to love.graphics.polygon.
|
||||
**/
|
||||
int getBoundingBox(lua_State *L) const;
|
||||
|
||||
/**
|
||||
* Gets the mass data for this Fixture.
|
||||
* This operation may be expensive.
|
||||
**/
|
||||
int getMassData(lua_State *L) const;
|
||||
|
||||
/**
|
||||
* Destroys this fixture.
|
||||
**/
|
||||
void destroy(bool implicit = false);
|
||||
|
||||
protected:
|
||||
|
||||
Body *body;
|
||||
fixtureudata *data;
|
||||
b2Fixture *fixture;
|
||||
};
|
||||
|
||||
} // box2d
|
||||
} // physics
|
||||
} // love
|
||||
|
||||
#endif // LOVE_PHYSICS_BOX2D_FIXTURE_H
|
||||
|
||||
Reference in New Issue
Block a user