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Applied the new style guidelines.
Well, sort of. Lot's more to be done, but this is a start.
This commit is contained in:
@@ -1,82 +1,82 @@
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/**
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* Copyright (c) 2006-2012 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 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_SHAPE_H
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#define LOVE_PHYSICS_BOX2D_SHAPE_H
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// LOVE
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#include <physics/Shape.h>
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#include <physics/box2d/Body.h>
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#include <common/Reference.h>
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// Box2D
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#include <Box2D/Box2D.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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/**
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* A Shape is geometry, attached to a Body via a Fixture.
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* A Body has position and orientation, and
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* a Shape's geometry will be affected by the parent
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* body's transformation.
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**/
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class Shape : public love::physics::Shape
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{
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friend class Fixture;
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protected:
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// The Box2D shape.
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b2Shape * shape;
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bool own;
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public:
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/**
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* Creates a Shape.
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**/
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Shape();
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Shape(b2Shape * shape, bool own = true);
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virtual ~Shape();
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/**
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* Gets the type of Shape. Useful for
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* debug drawing.
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**/
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Type getType() const;
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float getRadius() const;
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int getChildCount() const;
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bool testPoint(float x, float y, float r, float px, float py) const;
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int rayCast(lua_State * L) const;
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int computeAABB(lua_State * L) const;
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int computeMass(lua_State * L) const;
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};
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} // box2d
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} // physics
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} // love
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#endif // LOVE_PHYSICS_BOX2D_SHAPE_H
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/**
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* Copyright (c) 2006-2012 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 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_SHAPE_H
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#define LOVE_PHYSICS_BOX2D_SHAPE_H
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// LOVE
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#include "physics/Shape.h"
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#include "physics/box2d/Body.h"
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#include "common/Reference.h"
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// Box2D
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#include <Box2D/Box2D.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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/**
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* A Shape is geometry, attached to a Body via a Fixture.
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* A Body has position and orientation, and
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* a Shape's geometry will be affected by the parent
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* body's transformation.
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**/
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class Shape : public love::physics::Shape
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{
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public:
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friend class Fixture;
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/**
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* Creates a Shape.
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**/
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Shape();
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Shape(b2Shape *shape, bool own = true);
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virtual ~Shape();
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/**
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* Gets the type of Shape. Useful for
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* debug drawing.
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**/
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Type getType() const;
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float getRadius() const;
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int getChildCount() const;
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bool testPoint(float x, float y, float r, float px, float py) const;
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int rayCast(lua_State *L) const;
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int computeAABB(lua_State *L) const;
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int computeMass(lua_State *L) const;
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protected:
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// The Box2D shape.
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b2Shape *shape;
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bool own;
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};
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} // box2d
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} // physics
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} // love
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#endif // LOVE_PHYSICS_BOX2D_SHAPE_H
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