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This commit is contained in:
+285
-285
@@ -1,285 +1,285 @@
|
||||
/**
|
||||
* 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_WORLD_H
|
||||
#define LOVE_PHYSICS_BOX2D_WORLD_H
|
||||
|
||||
// LOVE
|
||||
#include "common/Object.h"
|
||||
#include "common/runtime.h"
|
||||
#include "common/Reference.h"
|
||||
|
||||
// STD
|
||||
#include <vector>
|
||||
|
||||
// Box2D
|
||||
#include <Box2D/Box2D.h>
|
||||
|
||||
namespace love
|
||||
{
|
||||
namespace physics
|
||||
{
|
||||
namespace box2d
|
||||
{
|
||||
|
||||
class Contact;
|
||||
class Body;
|
||||
class Fixture;
|
||||
class Joint;
|
||||
|
||||
/**
|
||||
* The World is the "God" container class,
|
||||
* which contains all Bodies and Joints. Shapes
|
||||
* are contained in their associated Body.
|
||||
*
|
||||
* Bodies in different worlds can obviously not
|
||||
* collide.
|
||||
*
|
||||
* The world also controls global parameters, like
|
||||
* gravity.
|
||||
**/
|
||||
class World : public Object, public b2ContactListener, public b2ContactFilter, public b2DestructionListener
|
||||
{
|
||||
public:
|
||||
|
||||
// Friends.
|
||||
friend class Joint;
|
||||
friend class DistanceJoint;
|
||||
friend class MouseJoint;
|
||||
friend class Body;
|
||||
friend class Fixture;
|
||||
|
||||
class ContactCallback
|
||||
{
|
||||
public:
|
||||
Reference *ref;
|
||||
ContactCallback();
|
||||
~ContactCallback();
|
||||
void process(b2Contact *contact, const b2ContactImpulse *impulse = NULL);
|
||||
};
|
||||
|
||||
class ContactFilter
|
||||
{
|
||||
public:
|
||||
Reference *ref;
|
||||
ContactFilter();
|
||||
~ContactFilter();
|
||||
bool process(Fixture *a, Fixture *b);
|
||||
};
|
||||
|
||||
class QueryCallback : public b2QueryCallback
|
||||
{
|
||||
public:
|
||||
Reference *ref;
|
||||
QueryCallback();
|
||||
~QueryCallback();
|
||||
virtual bool ReportFixture(b2Fixture *fixture);
|
||||
};
|
||||
|
||||
class RayCastCallback : public b2RayCastCallback
|
||||
{
|
||||
public:
|
||||
Reference *ref;
|
||||
RayCastCallback();
|
||||
~RayCastCallback();
|
||||
virtual float32 ReportFixture(b2Fixture *fixture, const b2Vec2 &point, const b2Vec2 &normal, float32 fraction);
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a new world.
|
||||
**/
|
||||
World();
|
||||
|
||||
/**
|
||||
* Creates a new world with the given gravity
|
||||
* and whether or not the bodies should sleep when appropriate.
|
||||
* @param gravity The gravity of the World.
|
||||
* @param sleep True if the bodies should be able to sleep,
|
||||
* false otherwise.
|
||||
**/
|
||||
World(b2Vec2 gravity, bool sleep);
|
||||
|
||||
virtual ~World();
|
||||
|
||||
/**
|
||||
* Updates everything in the world one timestep.
|
||||
* This is called update() and not step() to conform
|
||||
* with all other objects in LOVE.
|
||||
* @param dt The timestep.
|
||||
**/
|
||||
void update(float dt);
|
||||
|
||||
// From b2ContactListener
|
||||
void BeginContact(b2Contact *contact);
|
||||
void EndContact(b2Contact *contact);
|
||||
void PreSolve(b2Contact *contact, const b2Manifold *oldManifold);
|
||||
void PostSolve(b2Contact *contact, const b2ContactImpulse *impulse);
|
||||
|
||||
// From b2ContactFilter
|
||||
bool ShouldCollide(b2Fixture *fixtureA, b2Fixture *fixtureB);
|
||||
|
||||
// From b2DestructionListener
|
||||
void SayGoodbye(b2Fixture *fixture);
|
||||
void SayGoodbye(b2Joint *joint);
|
||||
|
||||
/**
|
||||
* Returns true if the Box2D world is alive.
|
||||
**/
|
||||
bool isValid() const;
|
||||
|
||||
/**
|
||||
* Receives up to four Lua functions as arguments. Each function is
|
||||
* collision callback for the four events (in order): begin, end,
|
||||
* presolve and postsolve. The value "nil" is accepted if one or
|
||||
* more events are uninteresting.
|
||||
**/
|
||||
int setCallbacks(lua_State *L);
|
||||
|
||||
/**
|
||||
* Returns the functions previously set by setCallbacks.
|
||||
**/
|
||||
int getCallbacks(lua_State *L);
|
||||
|
||||
/**
|
||||
* Sets the ContactFilter callback.
|
||||
**/
|
||||
int setContactFilter(lua_State *L);
|
||||
|
||||
/**
|
||||
* Gets the ContactFilter callback.
|
||||
**/
|
||||
int getContactFilter(lua_State *L);
|
||||
|
||||
/**
|
||||
* Sets the current gravity of the World.
|
||||
* @param x Gravity in the x-direction.
|
||||
* @param y Gravity in the y-direction.
|
||||
**/
|
||||
void setGravity(float x, float y);
|
||||
|
||||
/**
|
||||
* Gets the current gravity.
|
||||
* @returns Gravity in the x-direction.
|
||||
* @returns Gravity in the y-direction.
|
||||
**/
|
||||
int getGravity(lua_State *L);
|
||||
|
||||
/**
|
||||
* Sets whether this World allows sleep.
|
||||
* @param allow True to allow, false to disallow.
|
||||
**/
|
||||
void setAllowSleeping(bool allow);
|
||||
|
||||
/**
|
||||
* Returns whether this World allows sleep.
|
||||
* @return True if allowed, false if disallowed.
|
||||
**/
|
||||
bool getAllowSleeping() const;
|
||||
|
||||
/**
|
||||
* Returns whether this World is currently locked.
|
||||
* If it's locked, it's in the middle of a timestep.
|
||||
* @return Whether the World is locked.
|
||||
**/
|
||||
bool isLocked() const;
|
||||
|
||||
/**
|
||||
* Get the current body count.
|
||||
* @return The number of bodies.
|
||||
**/
|
||||
int getBodyCount() const;
|
||||
|
||||
/**
|
||||
* Get the current joint count.
|
||||
* @return The number of joints.
|
||||
**/
|
||||
int getJointCount() const;
|
||||
|
||||
/**
|
||||
* Get the current contact count.
|
||||
* @return The number of contacts.
|
||||
**/
|
||||
int getContactCount() const;
|
||||
|
||||
/**
|
||||
* Get an array of all the Bodies in the World.
|
||||
* @return An array of Bodies.
|
||||
**/
|
||||
int getBodyList(lua_State *L) const;
|
||||
|
||||
/**
|
||||
* Get an array of all the Joints in the World.
|
||||
* @return An array of Joints.
|
||||
**/
|
||||
int getJointList(lua_State *L) const;
|
||||
|
||||
/**
|
||||
* Get an array of all the Contacts in the World.
|
||||
* @return An array of Contacts.
|
||||
**/
|
||||
int getContactList(lua_State *L) const;
|
||||
|
||||
/**
|
||||
* Gets the ground body.
|
||||
* @return The ground body.
|
||||
**/
|
||||
b2Body *getGroundBody() const;
|
||||
|
||||
/**
|
||||
* Gets all fixtures that overlap a given bounding box.
|
||||
**/
|
||||
int queryBoundingBox(lua_State *L);
|
||||
|
||||
/**
|
||||
* Raycasts the World for all Fixtures in the path of the ray.
|
||||
**/
|
||||
int rayCast(lua_State *L);
|
||||
|
||||
/**
|
||||
* Destroy this world.
|
||||
**/
|
||||
void destroy();
|
||||
|
||||
private:
|
||||
|
||||
// Pointer to the Box2D world.
|
||||
b2World *world;
|
||||
|
||||
// Ground body
|
||||
b2Body *groundBody;
|
||||
|
||||
// The list of to be destructed bodies.
|
||||
std::vector<Body *> destructBodies;
|
||||
std::vector<Fixture *> destructFixtures;
|
||||
std::vector<Joint *> destructJoints;
|
||||
bool destructWorld;
|
||||
|
||||
// Contact callbacks.
|
||||
ContactCallback begin, end, presolve, postsolve;
|
||||
ContactFilter filter;
|
||||
QueryCallback query;
|
||||
RayCastCallback raycast;
|
||||
};
|
||||
|
||||
} // box2d
|
||||
} // physics
|
||||
} // love
|
||||
|
||||
#endif // LOVE_PHYSICS_BOX2D_WORLD_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_WORLD_H
|
||||
#define LOVE_PHYSICS_BOX2D_WORLD_H
|
||||
|
||||
// LOVE
|
||||
#include "common/Object.h"
|
||||
#include "common/runtime.h"
|
||||
#include "common/Reference.h"
|
||||
|
||||
// STD
|
||||
#include <vector>
|
||||
|
||||
// Box2D
|
||||
#include <Box2D/Box2D.h>
|
||||
|
||||
namespace love
|
||||
{
|
||||
namespace physics
|
||||
{
|
||||
namespace box2d
|
||||
{
|
||||
|
||||
class Contact;
|
||||
class Body;
|
||||
class Fixture;
|
||||
class Joint;
|
||||
|
||||
/**
|
||||
* The World is the "God" container class,
|
||||
* which contains all Bodies and Joints. Shapes
|
||||
* are contained in their associated Body.
|
||||
*
|
||||
* Bodies in different worlds can obviously not
|
||||
* collide.
|
||||
*
|
||||
* The world also controls global parameters, like
|
||||
* gravity.
|
||||
**/
|
||||
class World : public Object, public b2ContactListener, public b2ContactFilter, public b2DestructionListener
|
||||
{
|
||||
public:
|
||||
|
||||
// Friends.
|
||||
friend class Joint;
|
||||
friend class DistanceJoint;
|
||||
friend class MouseJoint;
|
||||
friend class Body;
|
||||
friend class Fixture;
|
||||
|
||||
class ContactCallback
|
||||
{
|
||||
public:
|
||||
Reference *ref;
|
||||
ContactCallback();
|
||||
~ContactCallback();
|
||||
void process(b2Contact *contact, const b2ContactImpulse *impulse = NULL);
|
||||
};
|
||||
|
||||
class ContactFilter
|
||||
{
|
||||
public:
|
||||
Reference *ref;
|
||||
ContactFilter();
|
||||
~ContactFilter();
|
||||
bool process(Fixture *a, Fixture *b);
|
||||
};
|
||||
|
||||
class QueryCallback : public b2QueryCallback
|
||||
{
|
||||
public:
|
||||
Reference *ref;
|
||||
QueryCallback();
|
||||
~QueryCallback();
|
||||
virtual bool ReportFixture(b2Fixture *fixture);
|
||||
};
|
||||
|
||||
class RayCastCallback : public b2RayCastCallback
|
||||
{
|
||||
public:
|
||||
Reference *ref;
|
||||
RayCastCallback();
|
||||
~RayCastCallback();
|
||||
virtual float32 ReportFixture(b2Fixture *fixture, const b2Vec2 &point, const b2Vec2 &normal, float32 fraction);
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a new world.
|
||||
**/
|
||||
World();
|
||||
|
||||
/**
|
||||
* Creates a new world with the given gravity
|
||||
* and whether or not the bodies should sleep when appropriate.
|
||||
* @param gravity The gravity of the World.
|
||||
* @param sleep True if the bodies should be able to sleep,
|
||||
* false otherwise.
|
||||
**/
|
||||
World(b2Vec2 gravity, bool sleep);
|
||||
|
||||
virtual ~World();
|
||||
|
||||
/**
|
||||
* Updates everything in the world one timestep.
|
||||
* This is called update() and not step() to conform
|
||||
* with all other objects in LOVE.
|
||||
* @param dt The timestep.
|
||||
**/
|
||||
void update(float dt);
|
||||
|
||||
// From b2ContactListener
|
||||
void BeginContact(b2Contact *contact);
|
||||
void EndContact(b2Contact *contact);
|
||||
void PreSolve(b2Contact *contact, const b2Manifold *oldManifold);
|
||||
void PostSolve(b2Contact *contact, const b2ContactImpulse *impulse);
|
||||
|
||||
// From b2ContactFilter
|
||||
bool ShouldCollide(b2Fixture *fixtureA, b2Fixture *fixtureB);
|
||||
|
||||
// From b2DestructionListener
|
||||
void SayGoodbye(b2Fixture *fixture);
|
||||
void SayGoodbye(b2Joint *joint);
|
||||
|
||||
/**
|
||||
* Returns true if the Box2D world is alive.
|
||||
**/
|
||||
bool isValid() const;
|
||||
|
||||
/**
|
||||
* Receives up to four Lua functions as arguments. Each function is
|
||||
* collision callback for the four events (in order): begin, end,
|
||||
* presolve and postsolve. The value "nil" is accepted if one or
|
||||
* more events are uninteresting.
|
||||
**/
|
||||
int setCallbacks(lua_State *L);
|
||||
|
||||
/**
|
||||
* Returns the functions previously set by setCallbacks.
|
||||
**/
|
||||
int getCallbacks(lua_State *L);
|
||||
|
||||
/**
|
||||
* Sets the ContactFilter callback.
|
||||
**/
|
||||
int setContactFilter(lua_State *L);
|
||||
|
||||
/**
|
||||
* Gets the ContactFilter callback.
|
||||
**/
|
||||
int getContactFilter(lua_State *L);
|
||||
|
||||
/**
|
||||
* Sets the current gravity of the World.
|
||||
* @param x Gravity in the x-direction.
|
||||
* @param y Gravity in the y-direction.
|
||||
**/
|
||||
void setGravity(float x, float y);
|
||||
|
||||
/**
|
||||
* Gets the current gravity.
|
||||
* @returns Gravity in the x-direction.
|
||||
* @returns Gravity in the y-direction.
|
||||
**/
|
||||
int getGravity(lua_State *L);
|
||||
|
||||
/**
|
||||
* Sets whether this World allows sleep.
|
||||
* @param allow True to allow, false to disallow.
|
||||
**/
|
||||
void setAllowSleeping(bool allow);
|
||||
|
||||
/**
|
||||
* Returns whether this World allows sleep.
|
||||
* @return True if allowed, false if disallowed.
|
||||
**/
|
||||
bool getAllowSleeping() const;
|
||||
|
||||
/**
|
||||
* Returns whether this World is currently locked.
|
||||
* If it's locked, it's in the middle of a timestep.
|
||||
* @return Whether the World is locked.
|
||||
**/
|
||||
bool isLocked() const;
|
||||
|
||||
/**
|
||||
* Get the current body count.
|
||||
* @return The number of bodies.
|
||||
**/
|
||||
int getBodyCount() const;
|
||||
|
||||
/**
|
||||
* Get the current joint count.
|
||||
* @return The number of joints.
|
||||
**/
|
||||
int getJointCount() const;
|
||||
|
||||
/**
|
||||
* Get the current contact count.
|
||||
* @return The number of contacts.
|
||||
**/
|
||||
int getContactCount() const;
|
||||
|
||||
/**
|
||||
* Get an array of all the Bodies in the World.
|
||||
* @return An array of Bodies.
|
||||
**/
|
||||
int getBodyList(lua_State *L) const;
|
||||
|
||||
/**
|
||||
* Get an array of all the Joints in the World.
|
||||
* @return An array of Joints.
|
||||
**/
|
||||
int getJointList(lua_State *L) const;
|
||||
|
||||
/**
|
||||
* Get an array of all the Contacts in the World.
|
||||
* @return An array of Contacts.
|
||||
**/
|
||||
int getContactList(lua_State *L) const;
|
||||
|
||||
/**
|
||||
* Gets the ground body.
|
||||
* @return The ground body.
|
||||
**/
|
||||
b2Body *getGroundBody() const;
|
||||
|
||||
/**
|
||||
* Gets all fixtures that overlap a given bounding box.
|
||||
**/
|
||||
int queryBoundingBox(lua_State *L);
|
||||
|
||||
/**
|
||||
* Raycasts the World for all Fixtures in the path of the ray.
|
||||
**/
|
||||
int rayCast(lua_State *L);
|
||||
|
||||
/**
|
||||
* Destroy this world.
|
||||
**/
|
||||
void destroy();
|
||||
|
||||
private:
|
||||
|
||||
// Pointer to the Box2D world.
|
||||
b2World *world;
|
||||
|
||||
// Ground body
|
||||
b2Body *groundBody;
|
||||
|
||||
// The list of to be destructed bodies.
|
||||
std::vector<Body *> destructBodies;
|
||||
std::vector<Fixture *> destructFixtures;
|
||||
std::vector<Joint *> destructJoints;
|
||||
bool destructWorld;
|
||||
|
||||
// Contact callbacks.
|
||||
ContactCallback begin, end, presolve, postsolve;
|
||||
ContactFilter filter;
|
||||
QueryCallback query;
|
||||
RayCastCallback raycast;
|
||||
};
|
||||
|
||||
} // box2d
|
||||
} // physics
|
||||
} // love
|
||||
|
||||
#endif // LOVE_PHYSICS_BOX2D_WORLD_H
|
||||
|
||||
Reference in New Issue
Block a user