love.physics: simplify Body and Shape API.

#1130

- Shapes are now directly attached to Bodies when they're created (similar to love 0.7 and older).
- Fixtures are removed.
- All methods that were in Fixtures now exist in Shapes.
- All APIs that used or returned a Fixture now do the same with a Shape.

- Add new love.physics.new*Shape variants that take a Body as the first parameter.
- Deprecate the new*Shape APIs that don't take a Body.
- Deprecate love.physics.newFixture (the deprecated function now returns a Shape).
- Replace Body:getFixture and Body:getFixtures with Body:getShape and Body:getShapes (Body:getFixtures is deprecated).
- Replace World:queryFixturesInArea and World:getFixturesInArea with World:queryShapesInArea and World:getShapesInArea (queryFixturesInArea is deprecated).
- Replace Contact:getFixtures with Contact:getShapes (Contact:getFixtures is deprecated).
- Replace all love.physics callback Fixture parameters with Shape parameters.
- Deprecate ChainShape:getChildEdge.
This commit is contained in:
Sasha Szpakowski
2023-10-07 15:17:24 -03:00
parent 2702004bb2
commit ac9ae82524
35 changed files with 1137 additions and 1236 deletions
+14 -15
View File
@@ -34,8 +34,8 @@ namespace box2d
love::Type ChainShape::type("ChainShape", &Shape::type);
ChainShape::ChainShape(b2ChainShape *c, bool own)
: Shape(c, own)
ChainShape::ChainShape(Body *body, const b2ChainShape &c)
: Shape(body, c)
{
}
@@ -45,6 +45,7 @@ ChainShape::~ChainShape()
void ChainShape::setNextVertex(float x, float y)
{
throwIfShapeNotValid();
b2Vec2 v(x, y);
b2ChainShape *c = (b2ChainShape *)shape;
c->m_nextVertex = Physics::scaleDown(v);
@@ -52,6 +53,7 @@ void ChainShape::setNextVertex(float x, float y)
void ChainShape::setPreviousVertex(float x, float y)
{
throwIfShapeNotValid();
b2Vec2 v(x, y);
b2ChainShape *c = (b2ChainShape *)shape;
c->m_prevVertex = Physics::scaleDown(v);
@@ -59,44 +61,40 @@ void ChainShape::setPreviousVertex(float x, float y)
b2Vec2 ChainShape::getNextVertex() const
{
throwIfShapeNotValid();
b2ChainShape *c = (b2ChainShape *)shape;
return Physics::scaleUp(c->m_nextVertex);
}
b2Vec2 ChainShape::getPreviousVertex() const
{
throwIfShapeNotValid();
b2ChainShape *c = (b2ChainShape *)shape;
return Physics::scaleUp(c->m_prevVertex);
}
EdgeShape *ChainShape::getChildEdge(int index) const
{
throwIfShapeNotValid();
b2ChainShape *c = (b2ChainShape *)shape;
b2EdgeShape *e = new b2EdgeShape;
try
{
c->GetChildEdge(e, index);
}
catch (love::Exception &)
{
delete e;
throw;
}
b2EdgeShape e;
c->GetChildEdge(&e, index);
return new EdgeShape(e, true);
return new EdgeShape(nullptr, e);
}
int ChainShape::getVertexCount() const
{
throwIfShapeNotValid();
b2ChainShape *c = (b2ChainShape *)shape;
return c->m_count;
}
b2Vec2 ChainShape::getPoint(int index) const
{
throwIfShapeNotValid();
b2ChainShape *c = (b2ChainShape *)shape;
if (index < 0 || index >= c->m_count)
throw love::Exception("Physics error: index out of bounds");
@@ -106,6 +104,7 @@ b2Vec2 ChainShape::getPoint(int index) const
const b2Vec2 *ChainShape::getPoints() const
{
throwIfShapeNotValid();
b2ChainShape *c = (b2ChainShape *)shape;
return c->m_vertices;
}