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+351
-351
@@ -1,351 +1,351 @@
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/**
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* Copyright (c) 2006-2012 LOVE Development Team
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||||
*
|
||||
* 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.
|
||||
**/
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||||
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#ifndef LOVE_PHYSICS_BOX2D_PHYSICS_H
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#define LOVE_PHYSICS_BOX2D_PHYSICS_H
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// LOVE
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#include "common/Module.h"
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#include "World.h"
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#include "Contact.h"
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#include "Body.h"
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#include "Fixture.h"
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#include "Shape.h"
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#include "CircleShape.h"
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#include "PolygonShape.h"
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#include "EdgeShape.h"
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#include "ChainShape.h"
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#include "Joint.h"
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#include "MouseJoint.h"
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#include "DistanceJoint.h"
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#include "PrismaticJoint.h"
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#include "RevoluteJoint.h"
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#include "PulleyJoint.h"
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#include "GearJoint.h"
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#include "FrictionJoint.h"
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#include "WeldJoint.h"
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#include "WheelJoint.h"
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#include "RopeJoint.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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class Physics : public Module
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{
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public:
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/**
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||||
* 30 pixels in one meter by default.
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||||
**/
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||||
static const int DEFAULT_METER = 30;
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||||
// Implements Module.
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const char *getName() const;
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||||
/**
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||||
* Creates a new World.
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* @param gx Gravity along x-axis.
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* @param gy Gravity along y-axis.
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* @param sleep Whether the World allows sleep.
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||||
**/
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World *newWorld(float gx, float gy, bool sleep);
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/**
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* Creates a new Body at the specified position.
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* @param world The world to create the Body in.
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* @param x The position along the x-axis.
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* @param x The position along the y-axis.
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* @param type The type of body to create.
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**/
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Body *newBody(World *world, float x, float y, Body::Type type);
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||||
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||||
/**
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* Creates a new Body at (0, 0)
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||||
* @param world The world to create the Body in.
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||||
* @param type The type of Body to create.
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||||
**/
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Body *newBody(World *world, Body::Type type);
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||||
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||||
/**
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||||
* Creates a new CircleShape at (0, 0).
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||||
* @param radius The radius of the circle.
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||||
**/
|
||||
CircleShape *newCircleShape(float radius);
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||||
|
||||
/**
|
||||
* Creates a new CircleShape at (x,y) in local coordinates.
|
||||
* @param x The offset along the x-axis.
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||||
* @param y The offset along the y-axis.
|
||||
* @param radius The radius of the circle.
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||||
**/
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||||
CircleShape *newCircleShape(float x, float y, float radius);
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||||
|
||||
/**
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||||
* Shorthand for creating rectangular PolygonShapes. The rectangle
|
||||
* will be created at the local origin.
|
||||
* @param w The width of the rectangle.
|
||||
* @param h The height of the rectangle.
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||||
**/
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||||
PolygonShape *newRectangleShape(float w, float h);
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||||
|
||||
/**
|
||||
* Shorthand for creating rectangular PolygonShapes. The rectangle
|
||||
* will be created at (x,y) in local coordinates.
|
||||
* @param x The offset along the x-axis.
|
||||
* @param y The offset along the y-axis.
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* @param w The width of the rectangle.
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||||
* @param h The height of the rectangle.
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||||
**/
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||||
PolygonShape *newRectangleShape(float x, float y, float w, float h);
|
||||
|
||||
/**
|
||||
* Shorthand for creating rectangular PolygonShapes. The rectangle
|
||||
* will be created at (x,y) in local coordinates.
|
||||
* @param x The offset along the x-axis.
|
||||
* @param y The offset along the y-axis.
|
||||
* @param w The width of the rectangle.
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||||
* @param h The height of the rectangle.
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||||
* @param angle The angle of the rectangle. (rad)
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||||
**/
|
||||
PolygonShape *newRectangleShape(float x, float y, float w, float h, float angle);
|
||||
|
||||
/**
|
||||
* Creates a new EdgeShape. The edge will be created from
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||||
* (x1,y1) to (x2,y2) in local coordinates.
|
||||
* @param x1 The x coordinate of the first point.
|
||||
* @param y1 The y coordinate of the first point.
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||||
* @param x2 The x coordinate of the second point.
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||||
* @param y2 The y coordinate of the second point.
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||||
**/
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EdgeShape *newEdgeShape(float x1, float y1, float x2, float y2);
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||||
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||||
/**
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* Creates a new PolygonShape.
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* @param ... A variable number of vertices.
|
||||
**/
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int newPolygonShape(lua_State *L);
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||||
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||||
/**
|
||||
* Creates a new ChainShape.
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||||
* @param ... A variable number of vertices.
|
||||
**/
|
||||
int newChainShape(lua_State *L);
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||||
|
||||
/**
|
||||
* Creates a new DistanceJoint connecting body1 with body2.
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* @param x1 Anchor1 along the x-axis. (World coordinates)
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||||
* @param y1 Anchor1 along the y-axis. (World coordinates)
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||||
* @param x2 Anchor2 along the x-axis. (World coordinates)
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||||
* @param y2 Anchor2 along the y-axis. (World coordinates)
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
DistanceJoint *newDistanceJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new MouseJoint connecting the body with an arbitrary point.
|
||||
* @param x Anchor along the x-axis. (World coordinates)
|
||||
* @param y Anchor along the y-axis. (World coordinates)
|
||||
**/
|
||||
MouseJoint *newMouseJoint(Body *body, float x, float y);
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||||
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||||
/**
|
||||
* Creates a new RevoluteJoint connecting body1 with body2.
|
||||
* @param x Anchor along the x-axis. (World coordinates)
|
||||
* @param y Anchor along the y-axis. (World coordinates)
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
RevoluteJoint *newRevoluteJoint(Body *body1, Body *body2, float x, float y, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new PrismaticJoint connecting body1 with body2.
|
||||
* @param xA World-anchor for body1 along the x-axis.
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||||
* @param yA World-anchor for body1 along the y-axis.
|
||||
* @param xB World-anchor for body2 along the x-axis.
|
||||
* @param yB World-anchor for body2 along the y-axis.
|
||||
* @param ax The x-component of the world-axis.
|
||||
* @param ay The y-component of the world-axis.
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
PrismaticJoint *newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
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||||
|
||||
/**
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||||
* Creates a new PulleyJoint connecting body1 with body2.
|
||||
* @param groundAnchor1 World ground-anchor for body1.
|
||||
* @param groundAnchor2 World ground-anchor for body2.
|
||||
* @param anchor1 World anchor on body1.
|
||||
* @param anchor2 World anchor on body2.
|
||||
* @param ratio The pulley ratio.
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to true.
|
||||
**/
|
||||
PulleyJoint *newPulleyJoint(Body *body1, Body *body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected);
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||||
|
||||
/**
|
||||
* Creates a new GearJoint connecting joint1 with joint2.
|
||||
* @param joint1 The first joint.
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||||
* @param joint2 The second joint.
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||||
* @param ratio The gear ratio.
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
GearJoint *newGearJoint(Joint *joint1, Joint *joint2, float ratio, bool collideConnected);
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||||
|
||||
/**
|
||||
* Creates a new FrictionJoint connecting body1 with body2.
|
||||
* @param xA Anchor for body 1 along the x-axis. (World coordinates)
|
||||
* @param yA Anchor for body 1 along the y-axis. (World coordinates)
|
||||
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
|
||||
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
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||||
FrictionJoint *newFrictionJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
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||||
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||||
/**
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||||
* Creates a new WeldJoint connecting body1 with body2.
|
||||
* @param xA Anchor for body 1 along the x-axis. (World coordinates)
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||||
* @param yA Anchor for body 1 along the y-axis. (World coordinates)
|
||||
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
|
||||
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
WeldJoint *newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
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||||
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||||
/**
|
||||
* Creates a new WheelJoint connecting body1 with body2.
|
||||
* @param xA Anchor for body 1 along the x-axis. (World coordinates)
|
||||
* @param yA Anchor for body 1 along the y-axis. (World coordinates)
|
||||
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
|
||||
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
|
||||
* @param ax The x-component of the world-axis.
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||||
* @param ay The y-component of the world-axis.
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
WheelJoint *newWheelJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
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||||
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||||
/**
|
||||
* Creates a new RopeJoint connecting body1 with body2.
|
||||
* @param x1 Anchor1 along the x-axis. (Local coordinates)
|
||||
* @param y1 Anchor1 along the y-axis. (Local coordinates)
|
||||
* @param x2 Anchor2 along the x-axis. (Local coordinates)
|
||||
* @param y2 Anchor2 along the y-axis. (Local coordinates)
|
||||
* @param maxLength The maximum distance for the bodies.
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
RopeJoint *newRopeJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new Fixture attaching shape to body.
|
||||
* @param body The body to attach the Fixture to.
|
||||
* @param shape The shape to attach to the Fixture,
|
||||
* @param density The density of the Fixture.
|
||||
**/
|
||||
|
||||
Fixture *newFixture(Body *body, Shape *shape, float density);
|
||||
|
||||
/**
|
||||
* Calculates the distance between two Fixtures.
|
||||
* @param fixtureA The first Fixture.
|
||||
* @param fixtureB The sceond Fixture.
|
||||
* @return The distance between them, and the two points closest
|
||||
* to each other.
|
||||
**/
|
||||
int getDistance(lua_State *L);
|
||||
|
||||
/**
|
||||
* Sets the number of pixels in one meter.
|
||||
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
|
||||
**/
|
||||
static void setMeter(int meter);
|
||||
|
||||
/**
|
||||
* Gets the number of pixels in one meter.
|
||||
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
|
||||
**/
|
||||
static int getMeter();
|
||||
|
||||
/**
|
||||
* Scales a value down according to the current meter in pixels.
|
||||
* @param f The unscaled input value.
|
||||
**/
|
||||
static float scaleDown(float f);
|
||||
|
||||
/**
|
||||
* Scales a value up according to the current meter in pixels.
|
||||
* @param f The unscaled input value.
|
||||
**/
|
||||
static float scaleUp(float f);
|
||||
|
||||
/**
|
||||
* Scales a point down according to the current meter
|
||||
* in pixels, for instance x = x0/meter, y = x0/meter.
|
||||
* @param x The x-coordinate of the point to scale.
|
||||
* @param y The y-coordinate of the point to scale.
|
||||
**/
|
||||
static void scaleDown(float &x, float &y);
|
||||
|
||||
/**
|
||||
* Scales a point up according to the current meter
|
||||
* in pixels, for instance x = x0/meter, y = x0/meter.
|
||||
* @param x The x-coordinate of the point to scale.
|
||||
* @param y The y-coordinate of the point to scale.
|
||||
**/
|
||||
static void scaleUp(float &x, float &y);
|
||||
|
||||
/**
|
||||
* Scales a b2Vec2 down according to the current meter in pixels.
|
||||
* @param v The unscaled input vector.
|
||||
* @return The scaled vector.
|
||||
**/
|
||||
static b2Vec2 scaleDown(const b2Vec2 &v);
|
||||
|
||||
/**
|
||||
* Scales a b2Vec up according to the current meter in pixels.
|
||||
* @param v The unscaled input vector.
|
||||
* @return The scaled vector.
|
||||
**/
|
||||
static b2Vec2 scaleUp(const b2Vec2 &v);
|
||||
|
||||
/**
|
||||
* Scales a b2AABB down according to the current meter in pixels.
|
||||
* @param v The unscaled input AABB.
|
||||
* @return The scaled AABB.
|
||||
**/
|
||||
static b2AABB scaleDown(const b2AABB &aabb);
|
||||
|
||||
/**
|
||||
* Scales a b2AABB up according to the current meter in pixels.
|
||||
* @param v The unscaled input AABB.
|
||||
* @return The scaled AABB.
|
||||
**/
|
||||
static b2AABB scaleUp(const b2AABB &aabb);
|
||||
|
||||
private:
|
||||
|
||||
// The length of one meter in pixels.
|
||||
static int meter;
|
||||
}; // Physics
|
||||
|
||||
} // box2d
|
||||
} // physics
|
||||
} // love
|
||||
|
||||
#endif // LOVE_PHYSICS_BOX2D_PHYSICS_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_PHYSICS_H
|
||||
#define LOVE_PHYSICS_BOX2D_PHYSICS_H
|
||||
|
||||
// LOVE
|
||||
#include "common/Module.h"
|
||||
#include "World.h"
|
||||
#include "Contact.h"
|
||||
#include "Body.h"
|
||||
#include "Fixture.h"
|
||||
#include "Shape.h"
|
||||
#include "CircleShape.h"
|
||||
#include "PolygonShape.h"
|
||||
#include "EdgeShape.h"
|
||||
#include "ChainShape.h"
|
||||
#include "Joint.h"
|
||||
#include "MouseJoint.h"
|
||||
#include "DistanceJoint.h"
|
||||
#include "PrismaticJoint.h"
|
||||
#include "RevoluteJoint.h"
|
||||
#include "PulleyJoint.h"
|
||||
#include "GearJoint.h"
|
||||
#include "FrictionJoint.h"
|
||||
#include "WeldJoint.h"
|
||||
#include "WheelJoint.h"
|
||||
#include "RopeJoint.h"
|
||||
|
||||
namespace love
|
||||
{
|
||||
namespace physics
|
||||
{
|
||||
namespace box2d
|
||||
{
|
||||
|
||||
class Physics : public Module
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* 30 pixels in one meter by default.
|
||||
**/
|
||||
static const int DEFAULT_METER = 30;
|
||||
|
||||
// Implements Module.
|
||||
const char *getName() const;
|
||||
|
||||
/**
|
||||
* Creates a new World.
|
||||
* @param gx Gravity along x-axis.
|
||||
* @param gy Gravity along y-axis.
|
||||
* @param sleep Whether the World allows sleep.
|
||||
**/
|
||||
World *newWorld(float gx, float gy, bool sleep);
|
||||
|
||||
/**
|
||||
* Creates a new Body at the specified position.
|
||||
* @param world The world to create the Body in.
|
||||
* @param x The position along the x-axis.
|
||||
* @param x The position along the y-axis.
|
||||
* @param type The type of body to create.
|
||||
**/
|
||||
Body *newBody(World *world, float x, float y, Body::Type type);
|
||||
|
||||
/**
|
||||
* Creates a new Body at (0, 0)
|
||||
* @param world The world to create the Body in.
|
||||
* @param type The type of Body to create.
|
||||
**/
|
||||
Body *newBody(World *world, Body::Type type);
|
||||
|
||||
/**
|
||||
* Creates a new CircleShape at (0, 0).
|
||||
* @param radius The radius of the circle.
|
||||
**/
|
||||
CircleShape *newCircleShape(float radius);
|
||||
|
||||
/**
|
||||
* Creates a new CircleShape at (x,y) in local coordinates.
|
||||
* @param x The offset along the x-axis.
|
||||
* @param y The offset along the y-axis.
|
||||
* @param radius The radius of the circle.
|
||||
**/
|
||||
CircleShape *newCircleShape(float x, float y, float radius);
|
||||
|
||||
/**
|
||||
* Shorthand for creating rectangular PolygonShapes. The rectangle
|
||||
* will be created at the local origin.
|
||||
* @param w The width of the rectangle.
|
||||
* @param h The height of the rectangle.
|
||||
**/
|
||||
PolygonShape *newRectangleShape(float w, float h);
|
||||
|
||||
/**
|
||||
* Shorthand for creating rectangular PolygonShapes. The rectangle
|
||||
* will be created at (x,y) in local coordinates.
|
||||
* @param x The offset along the x-axis.
|
||||
* @param y The offset along the y-axis.
|
||||
* @param w The width of the rectangle.
|
||||
* @param h The height of the rectangle.
|
||||
**/
|
||||
PolygonShape *newRectangleShape(float x, float y, float w, float h);
|
||||
|
||||
/**
|
||||
* Shorthand for creating rectangular PolygonShapes. The rectangle
|
||||
* will be created at (x,y) in local coordinates.
|
||||
* @param x The offset along the x-axis.
|
||||
* @param y The offset along the y-axis.
|
||||
* @param w The width of the rectangle.
|
||||
* @param h The height of the rectangle.
|
||||
* @param angle The angle of the rectangle. (rad)
|
||||
**/
|
||||
PolygonShape *newRectangleShape(float x, float y, float w, float h, float angle);
|
||||
|
||||
/**
|
||||
* Creates a new EdgeShape. The edge will be created from
|
||||
* (x1,y1) to (x2,y2) in local coordinates.
|
||||
* @param x1 The x coordinate of the first point.
|
||||
* @param y1 The y coordinate of the first point.
|
||||
* @param x2 The x coordinate of the second point.
|
||||
* @param y2 The y coordinate of the second point.
|
||||
**/
|
||||
EdgeShape *newEdgeShape(float x1, float y1, float x2, float y2);
|
||||
|
||||
/**
|
||||
* Creates a new PolygonShape.
|
||||
* @param ... A variable number of vertices.
|
||||
**/
|
||||
int newPolygonShape(lua_State *L);
|
||||
|
||||
/**
|
||||
* Creates a new ChainShape.
|
||||
* @param ... A variable number of vertices.
|
||||
**/
|
||||
int newChainShape(lua_State *L);
|
||||
|
||||
/**
|
||||
* Creates a new DistanceJoint connecting body1 with body2.
|
||||
* @param x1 Anchor1 along the x-axis. (World coordinates)
|
||||
* @param y1 Anchor1 along the y-axis. (World coordinates)
|
||||
* @param x2 Anchor2 along the x-axis. (World coordinates)
|
||||
* @param y2 Anchor2 along the y-axis. (World coordinates)
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
DistanceJoint *newDistanceJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new MouseJoint connecting the body with an arbitrary point.
|
||||
* @param x Anchor along the x-axis. (World coordinates)
|
||||
* @param y Anchor along the y-axis. (World coordinates)
|
||||
**/
|
||||
MouseJoint *newMouseJoint(Body *body, float x, float y);
|
||||
|
||||
/**
|
||||
* Creates a new RevoluteJoint connecting body1 with body2.
|
||||
* @param x Anchor along the x-axis. (World coordinates)
|
||||
* @param y Anchor along the y-axis. (World coordinates)
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
RevoluteJoint *newRevoluteJoint(Body *body1, Body *body2, float x, float y, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new PrismaticJoint connecting body1 with body2.
|
||||
* @param xA World-anchor for body1 along the x-axis.
|
||||
* @param yA World-anchor for body1 along the y-axis.
|
||||
* @param xB World-anchor for body2 along the x-axis.
|
||||
* @param yB World-anchor for body2 along the y-axis.
|
||||
* @param ax The x-component of the world-axis.
|
||||
* @param ay The y-component of the world-axis.
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
PrismaticJoint *newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new PulleyJoint connecting body1 with body2.
|
||||
* @param groundAnchor1 World ground-anchor for body1.
|
||||
* @param groundAnchor2 World ground-anchor for body2.
|
||||
* @param anchor1 World anchor on body1.
|
||||
* @param anchor2 World anchor on body2.
|
||||
* @param ratio The pulley ratio.
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to true.
|
||||
**/
|
||||
PulleyJoint *newPulleyJoint(Body *body1, Body *body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new GearJoint connecting joint1 with joint2.
|
||||
* @param joint1 The first joint.
|
||||
* @param joint2 The second joint.
|
||||
* @param ratio The gear ratio.
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
GearJoint *newGearJoint(Joint *joint1, Joint *joint2, float ratio, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new FrictionJoint connecting body1 with body2.
|
||||
* @param xA Anchor for body 1 along the x-axis. (World coordinates)
|
||||
* @param yA Anchor for body 1 along the y-axis. (World coordinates)
|
||||
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
|
||||
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
FrictionJoint *newFrictionJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new WeldJoint connecting body1 with body2.
|
||||
* @param xA Anchor for body 1 along the x-axis. (World coordinates)
|
||||
* @param yA Anchor for body 1 along the y-axis. (World coordinates)
|
||||
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
|
||||
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
WeldJoint *newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new WheelJoint connecting body1 with body2.
|
||||
* @param xA Anchor for body 1 along the x-axis. (World coordinates)
|
||||
* @param yA Anchor for body 1 along the y-axis. (World coordinates)
|
||||
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
|
||||
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
|
||||
* @param ax The x-component of the world-axis.
|
||||
* @param ay The y-component of the world-axis.
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
WheelJoint *newWheelJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new RopeJoint connecting body1 with body2.
|
||||
* @param x1 Anchor1 along the x-axis. (Local coordinates)
|
||||
* @param y1 Anchor1 along the y-axis. (Local coordinates)
|
||||
* @param x2 Anchor2 along the x-axis. (Local coordinates)
|
||||
* @param y2 Anchor2 along the y-axis. (Local coordinates)
|
||||
* @param maxLength The maximum distance for the bodies.
|
||||
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
|
||||
**/
|
||||
RopeJoint *newRopeJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
|
||||
|
||||
/**
|
||||
* Creates a new Fixture attaching shape to body.
|
||||
* @param body The body to attach the Fixture to.
|
||||
* @param shape The shape to attach to the Fixture,
|
||||
* @param density The density of the Fixture.
|
||||
**/
|
||||
|
||||
Fixture *newFixture(Body *body, Shape *shape, float density);
|
||||
|
||||
/**
|
||||
* Calculates the distance between two Fixtures.
|
||||
* @param fixtureA The first Fixture.
|
||||
* @param fixtureB The sceond Fixture.
|
||||
* @return The distance between them, and the two points closest
|
||||
* to each other.
|
||||
**/
|
||||
int getDistance(lua_State *L);
|
||||
|
||||
/**
|
||||
* Sets the number of pixels in one meter.
|
||||
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
|
||||
**/
|
||||
static void setMeter(int meter);
|
||||
|
||||
/**
|
||||
* Gets the number of pixels in one meter.
|
||||
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
|
||||
**/
|
||||
static int getMeter();
|
||||
|
||||
/**
|
||||
* Scales a value down according to the current meter in pixels.
|
||||
* @param f The unscaled input value.
|
||||
**/
|
||||
static float scaleDown(float f);
|
||||
|
||||
/**
|
||||
* Scales a value up according to the current meter in pixels.
|
||||
* @param f The unscaled input value.
|
||||
**/
|
||||
static float scaleUp(float f);
|
||||
|
||||
/**
|
||||
* Scales a point down according to the current meter
|
||||
* in pixels, for instance x = x0/meter, y = x0/meter.
|
||||
* @param x The x-coordinate of the point to scale.
|
||||
* @param y The y-coordinate of the point to scale.
|
||||
**/
|
||||
static void scaleDown(float &x, float &y);
|
||||
|
||||
/**
|
||||
* Scales a point up according to the current meter
|
||||
* in pixels, for instance x = x0/meter, y = x0/meter.
|
||||
* @param x The x-coordinate of the point to scale.
|
||||
* @param y The y-coordinate of the point to scale.
|
||||
**/
|
||||
static void scaleUp(float &x, float &y);
|
||||
|
||||
/**
|
||||
* Scales a b2Vec2 down according to the current meter in pixels.
|
||||
* @param v The unscaled input vector.
|
||||
* @return The scaled vector.
|
||||
**/
|
||||
static b2Vec2 scaleDown(const b2Vec2 &v);
|
||||
|
||||
/**
|
||||
* Scales a b2Vec up according to the current meter in pixels.
|
||||
* @param v The unscaled input vector.
|
||||
* @return The scaled vector.
|
||||
**/
|
||||
static b2Vec2 scaleUp(const b2Vec2 &v);
|
||||
|
||||
/**
|
||||
* Scales a b2AABB down according to the current meter in pixels.
|
||||
* @param v The unscaled input AABB.
|
||||
* @return The scaled AABB.
|
||||
**/
|
||||
static b2AABB scaleDown(const b2AABB &aabb);
|
||||
|
||||
/**
|
||||
* Scales a b2AABB up according to the current meter in pixels.
|
||||
* @param v The unscaled input AABB.
|
||||
* @return The scaled AABB.
|
||||
**/
|
||||
static b2AABB scaleUp(const b2AABB &aabb);
|
||||
|
||||
private:
|
||||
|
||||
// The length of one meter in pixels.
|
||||
static int meter;
|
||||
}; // Physics
|
||||
|
||||
} // box2d
|
||||
} // physics
|
||||
} // love
|
||||
|
||||
#endif // LOVE_PHYSICS_BOX2D_PHYSICS_H
|
||||
|
||||
Reference in New Issue
Block a user