Applied the new style guidelines.

Well, sort of. Lot's more to be done, but this is a start.
This commit is contained in:
rude
2012-06-28 23:52:33 +02:00
parent bc4e59ba24
commit 81c38e22d0
302 changed files with 42648 additions and 42081 deletions
+156 -151
View File
@@ -1,151 +1,156 @@
/**
* 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.
**/
#include "Joint.h"
// STD
#include <bitset>
// LOVE
#include <common/Memoizer.h>
// Module
#include "Body.h"
#include "World.h"
#include "Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
Joint::Joint(Body * body1)
: body1(body1), body2(0), world(body1->world)
{
}
Joint::Joint(Body * body1, Body * body2)
: body1(body1), body2(body2), world(body1->world)
{
}
Joint::~Joint()
{
}
Joint::Type Joint::getType() const
{
switch(joint->GetType())
{
case e_revoluteJoint:
return JOINT_REVOLUTE;
case e_prismaticJoint:
return JOINT_PRISMATIC;
case e_distanceJoint:
return JOINT_DISTANCE;
case e_pulleyJoint:
return JOINT_PULLEY;
case e_mouseJoint:
return JOINT_MOUSE;
case e_gearJoint:
return JOINT_GEAR;
case e_frictionJoint:
return JOINT_FRICTION;
case e_weldJoint:
return JOINT_WELD;
case e_wheelJoint:
return JOINT_WHEEL;
case e_ropeJoint:
return JOINT_ROPE;
default:
return JOINT_INVALID;
}
}
bool Joint::isValid() const
{
return joint != 0;
}
int Joint::getAnchors(lua_State * L)
{
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorA().x));
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorA().y));
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorB().x));
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorB().y));
return 4;
}
int Joint::getReactionForce(lua_State * L)
{
float dt = (float)luaL_checknumber(L, 1);
b2Vec2 v = Physics::scaleUp(joint->GetReactionForce(dt));
lua_pushnumber(L, v.x);
lua_pushnumber(L, v.y);
return 2;
}
float Joint::getReactionTorque(float dt)
{
return Physics::scaleUp(Physics::scaleUp(joint->GetReactionTorque(dt)));
}
b2Joint * Joint::createJoint(b2JointDef * def)
{
joint = world->world->CreateJoint(def);
Memoizer::add(joint, this);
// Box2D joint has a reference to this love Joint.
this->retain();
return joint;
}
void Joint::destroyJoint(bool implicit)
{
if (world->world->IsLocked())
{
// Called during time step. Save reference for destruction afterwards.
this->retain();
world->destructJoints.push_back(this);
return;
}
if (!implicit && joint != 0)
world->world->DestroyJoint(joint);
Memoizer::remove(joint);
joint = NULL;
// Release the reference of the Box2D joint.
this->release();
}
bool Joint::isActive() const
{
return joint->IsActive();
}
bool Joint::getCollideConnected() const
{
return joint->GetCollideConnected();
}
} // box2d
} // physics
} // love
/**
* 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.
**/
#include "Joint.h"
// STD
#include <bitset>
// LOVE
#include "common/Memoizer.h"
// Module
#include "Body.h"
#include "World.h"
#include "Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
Joint::Joint(Body *body1)
: body1(body1)
, body2(0)
, world(body1->world)
{
}
Joint::Joint(Body *body1, Body *body2)
: body1(body1)
, body2(body2)
, world(body1->world)
{
}
Joint::~Joint()
{
}
Joint::Type Joint::getType() const
{
switch (joint->GetType())
{
case e_revoluteJoint:
return JOINT_REVOLUTE;
case e_prismaticJoint:
return JOINT_PRISMATIC;
case e_distanceJoint:
return JOINT_DISTANCE;
case e_pulleyJoint:
return JOINT_PULLEY;
case e_mouseJoint:
return JOINT_MOUSE;
case e_gearJoint:
return JOINT_GEAR;
case e_frictionJoint:
return JOINT_FRICTION;
case e_weldJoint:
return JOINT_WELD;
case e_wheelJoint:
return JOINT_WHEEL;
case e_ropeJoint:
return JOINT_ROPE;
default:
return JOINT_INVALID;
}
}
bool Joint::isValid() const
{
return joint != 0;
}
int Joint::getAnchors(lua_State *L)
{
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorA().x));
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorA().y));
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorB().x));
lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorB().y));
return 4;
}
int Joint::getReactionForce(lua_State *L)
{
float dt = (float)luaL_checknumber(L, 1);
b2Vec2 v = Physics::scaleUp(joint->GetReactionForce(dt));
lua_pushnumber(L, v.x);
lua_pushnumber(L, v.y);
return 2;
}
float Joint::getReactionTorque(float dt)
{
return Physics::scaleUp(Physics::scaleUp(joint->GetReactionTorque(dt)));
}
b2Joint *Joint::createJoint(b2JointDef *def)
{
joint = world->world->CreateJoint(def);
Memoizer::add(joint, this);
// Box2D joint has a reference to this love Joint.
this->retain();
return joint;
}
void Joint::destroyJoint(bool implicit)
{
if (world->world->IsLocked())
{
// Called during time step. Save reference for destruction afterwards.
this->retain();
world->destructJoints.push_back(this);
return;
}
if (!implicit && joint != 0)
world->world->DestroyJoint(joint);
Memoizer::remove(joint);
joint = NULL;
// Release the reference of the Box2D joint.
this->release();
}
bool Joint::isActive() const
{
return joint->IsActive();
}
bool Joint::getCollideConnected() const
{
return joint->GetCollideConnected();
}
} // box2d
} // physics
} // love