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Added body.getAllowSleeping, resolves #52
This commit is contained in:
@@ -1,14 +1,14 @@
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/**
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* Copyright (c) 2006-2010 LOVE Development Team
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*
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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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*
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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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*
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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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@@ -281,6 +281,11 @@ namespace box2d
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body->AllowSleeping(allow);
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}
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bool Body::getAllowSleeping()
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{
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return (body->m_flags & b2Body::e_allowSleepFlag);
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}
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void Body::putToSleep()
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{
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body->PutToSleep();
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@@ -1,14 +1,14 @@
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/**
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* Copyright (c) 2006-2010 LOVE Development Team
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*
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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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*
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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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*
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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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@@ -41,8 +41,8 @@ namespace box2d
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/**
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* A Body is an entity which has position and orientation
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* in world space. A Body does have collision geometry
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* by itself, but depend on an arbitrary number of child Shape objects
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* in world space. A Body does have collision geometry
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* by itself, but depend on an arbitrary number of child Shape objects
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* which together constitute the final geometry for the Body.
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**/
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class Body : public Object
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@@ -57,14 +57,14 @@ namespace box2d
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private:
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// We need a shared_ptr to the parent World,
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// We need a shared_ptr to the parent World,
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// because World can not be destroyed as long as
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// bodies exists in it.
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//
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// This ensures that a World only can be destroyed
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// once all bodies have been destroyed too.
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World * world;
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public:
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// The Box2D body. (Should not be public?)
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@@ -72,7 +72,7 @@ namespace box2d
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/**
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* Create a Body at position p.
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**/
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**/
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Body(World * world, b2Vec2 p, float m, float i);
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virtual ~Body();
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@@ -169,7 +169,7 @@ namespace box2d
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* Apply force (fx, fy) with offset (rx, ry).
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**/
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void applyForce(float fx, float fy, float rx, float ry);
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/**
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* Sets the x-position of the Body.
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**/
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@@ -191,18 +191,18 @@ namespace box2d
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void setAngle(float d);
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/**
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* Sets the current spin of the Body.
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* Sets the current spin of the Body.
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**/
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void setAngularVelocity(float r);
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/**
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* Sets the current position of the Body.
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**/
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**/
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void setPosition(float x, float y);
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/**
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* Sets the mass from the currently attatched shapes.
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**/
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**/
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void setMassFromShapes();
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/**
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@@ -325,8 +325,9 @@ namespace box2d
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/**
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* Controls whether this Body should be allowed to sleep.
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**/
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**/
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void setAllowSleeping(bool allow);
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bool getAllowSleeping();
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/**
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* Puts the body to sleep.
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@@ -348,7 +349,7 @@ namespace box2d
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b2Vec2 getVector(lua_State * L);
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/**
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* Pushed the x- and y-components of a vector on
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* Pushed the x- and y-components of a vector on
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* the stack.
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**/
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int pushVector(lua_State * L, const b2Vec2 & v);
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@@ -1,14 +1,14 @@
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/**
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* Copyright (c) 2006-2010 LOVE Development Team
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*
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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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*
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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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*
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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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@@ -155,7 +155,7 @@ namespace box2d
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{
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return luaL_error(L, "Wrong number of parameters.");
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}
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return 0;
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}
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@@ -188,7 +188,7 @@ namespace box2d
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{
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return luaL_error(L, "Wrong number of parameters.");
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}
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return 0;
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}
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@@ -419,6 +419,13 @@ namespace box2d
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return 0;
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}
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int w_Body_getAllowSleeping(lua_State * L)
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{
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Body * t = luax_checkbody(L, 1);
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lua_pushboolean(L, t->getAllowSleeping());
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return 1;
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}
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int w_Body_putToSleep(lua_State * L)
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{
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Body * t = luax_checkbody(L, 1);
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@@ -500,6 +507,7 @@ namespace box2d
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{ "isFrozen", w_Body_isFrozen },
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{ "isSleeping", w_Body_isSleeping },
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{ "setAllowSleeping", w_Body_setAllowSleeping },
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{ "getAllowSleeping", w_Body_getAllowSleeping },
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{ "putToSleep", w_Body_putToSleep },
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{ "wakeUp", w_Body_wakeUp },
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{ "setFixedRotation", w_Body_setFixedRotation },
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@@ -1,14 +1,14 @@
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/**
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* Copyright (c) 2006-2010 LOVE Development Team
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*
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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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*
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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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*
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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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@@ -72,6 +72,7 @@ namespace box2d
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int w_Body_isFrozen(lua_State * L);
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int w_Body_isSleeping(lua_State * L);
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int w_Body_setAllowSleeping(lua_State * L);
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int w_Body_getAllowSleeping(lua_State * L);
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int w_Body_putToSleep(lua_State * L);
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int w_Body_wakeUp(lua_State * L);
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int w_Body_setFixedRotation(lua_State * L);
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