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Add ChainShape
--HG-- branch : box2d-update
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@@ -0,0 +1,95 @@
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/**
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* Copyright (c) 2006-2011 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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#include "ChainShape.h"
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// Module
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#include "Body.h"
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#include "World.h"
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#include "Physics.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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ChainShape::ChainShape(b2ChainShape * c, bool loop)
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: loop(loop)
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{
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shape = c;
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}
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ChainShape::~ChainShape()
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{
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}
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void ChainShape::setNextVertex(float x, float y)
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{
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if (loop) {
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throw love::Exception("Physics error: Can't call setNextVertex on a loop ChainShape");
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return;
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}
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b2Vec2 v(x, y);
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b2ChainShape * c = (b2ChainShape *)shape;
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c->SetNextVertex(Physics::scaleDown(v));
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}
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void ChainShape::setPrevVertex(float x, float y)
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{
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if (loop) {
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throw love::Exception("Physics error: Can't call setPrevVertex on a loop ChainShape");
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return;
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}
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b2Vec2 v(x, y);
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b2ChainShape * c = (b2ChainShape *)shape;
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c->SetNextVertex(Physics::scaleDown(v));
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}
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EdgeShape * ChainShape::getChildEdge(int index) const
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{
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b2ChainShape * c = (b2ChainShape *)shape;
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b2EdgeShape e;
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c->GetChildEdge(&e, index);
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return new EdgeShape(&e);
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}
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int ChainShape::getVertexCount() const
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{
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b2ChainShape * c = (b2ChainShape *)shape;
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return c->GetVertexCount();
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}
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b2Vec2 ChainShape::getVertex(int index) const
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{
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b2ChainShape * c = (b2ChainShape *)shape;
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const b2Vec2 & v = c->GetVertex(index);
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return Physics::scaleUp(v);
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}
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const b2Vec2 * ChainShape::getVertices() const
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{
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b2ChainShape * c = (b2ChainShape *)shape;
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return c->GetVertices();
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}
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} // box2d
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} // physics
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} // love
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