Make Fixture creation API more lovely

--HG--
branch : box2d-update
This commit is contained in:
Bill Meltsner
2011-09-24 09:27:39 -04:00
parent a0c0fd8387
commit b36ff409aa
8 changed files with 64 additions and 75 deletions
-10
View File
@@ -383,16 +383,6 @@ namespace box2d
{
return world;
}
Fixture * Body::createFixture(Shape * shape, float density)
{
return new Fixture(this, shape, density);
}
void Body::destroyFixture(Fixture * fixture)
{
fixture->release();
}
b2Vec2 Body::getVector(lua_State * L)
{
-4
View File
@@ -373,10 +373,6 @@ namespace box2d
* Get the World this Body resides in.
*/
World * getWorld() const;
Fixture * createFixture(Shape * shape, float density);
void destroyFixture(Fixture * fixture);
private:
/**
+5
View File
@@ -203,6 +203,11 @@ namespace box2d
return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
}
Fixture * Physics::newFixture(Body * body, Shape * shape, float density)
{
return new Fixture(body, shape, density);
}
void Physics::setMeter(int meter)
{
Physics::meter = meter;
+47 -39
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@@ -250,74 +250,82 @@ namespace box2d
RopeJoint * newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
/**
* Sets the number of pixels in one meter.
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
**/
* Creates a new Fixture attaching shape to body.
* @param body The body to attach the Fixture to.
* @param shape The shape to attach to the Fixture,
* @param density The density of the Fixture.
**/
Fixture * newFixture(Body * body, Shape * shape, float density);
/**
* Sets the number of pixels in one meter.
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
**/
static void setMeter(int meter);
/**
* Gets the number of pixels in one meter.
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
**/
* Gets the number of pixels in one meter.
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
**/
static int getMeter();
/**
* Scales a value down according to the current meter in pixels.
* @param f The unscaled input value.
**/
* Scales a value down according to the current meter in pixels.
* @param f The unscaled input value.
**/
static float scaleDown(float f);
/**
* Scales a value up according to the current meter in pixels.
* @param f The unscaled input value.
**/
* Scales a value up according to the current meter in pixels.
* @param f The unscaled input value.
**/
static float scaleUp(float f);
/**
* Scales a point down according to the current meter
* in pixels, for instance x = x0/meter, y = x0/meter.
* @param x The x-coordinate of the point to scale.
* @param y The y-coordinate of the point to scale.
**/
* Scales a point down according to the current meter
* in pixels, for instance x = x0/meter, y = x0/meter.
* @param x The x-coordinate of the point to scale.
* @param y The y-coordinate of the point to scale.
**/
static void scaleDown(float & x, float & y);
/**
* Scales a point up according to the current meter
* in pixels, for instance x = x0/meter, y = x0/meter.
* @param x The x-coordinate of the point to scale.
* @param y The y-coordinate of the point to scale.
**/
* Scales a point up according to the current meter
* in pixels, for instance x = x0/meter, y = x0/meter.
* @param x The x-coordinate of the point to scale.
* @param y The y-coordinate of the point to scale.
**/
static void scaleUp(float & x, float & y);
/**
* Scales a b2Vec2 down according to the current meter in pixels.
* @param v The unscaled input vector.
* @return The scaled vector.
**/
* Scales a b2Vec2 down according to the current meter in pixels.
* @param v The unscaled input vector.
* @return The scaled vector.
**/
static b2Vec2 scaleDown(const b2Vec2 & v);
/**
* Scales a b2Vec up according to the current meter in pixels.
* @param v The unscaled input vector.
* @return The scaled vector.
**/
* Scales a b2Vec up according to the current meter in pixels.
* @param v The unscaled input vector.
* @return The scaled vector.
**/
static b2Vec2 scaleUp(const b2Vec2 & v);
/**
* Scales a b2AABB down according to the current meter in pixels.
* @param v The unscaled input AABB.
* @return The scaled AABB.
**/
* Scales a b2AABB down according to the current meter in pixels.
* @param v The unscaled input AABB.
* @return The scaled AABB.
**/
static b2AABB scaleDown(const b2AABB & aabb);
/**
* Scales a b2AABB up according to the current meter in pixels.
* @param v The unscaled input AABB.
* @return The scaled AABB.
**/
* Scales a b2AABB up according to the current meter in pixels.
* @param v The unscaled input AABB.
* @return The scaled AABB.
**/
static b2AABB scaleUp(const b2AABB & aabb);
}; // Physics
} // box2d
-20
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@@ -499,24 +499,6 @@ namespace box2d
luax_pushboolean(L, b);
return 1;
}
int w_Body_createFixture(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
Shape * s = luax_checktype<Shape>(L, 2, "Shape", PHYSICS_SHAPE_T);
float d = (float)luaL_checknumber(L, 3);
Fixture * f = t->createFixture(s, d);
luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)f);
return 1;
}
int w_Body_destroyFixture(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
Fixture * f = luax_checktype<Fixture>(L, 2, "Fixture", PHYSICS_FIXTURE_T);
t->destroyFixture(f);
return 0;
}
int w_Body_destroy(lua_State * L)
{
@@ -579,8 +561,6 @@ namespace box2d
{ "setAwake", w_Body_setAwake },
{ "setFixedRotation", w_Body_setFixedRotation },
{ "isFixedRotation", w_Body_isFixedRotation },
{ "createFixture", w_Body_createFixture },
{ "destroyFixture", w_Body_destroyFixture },
{ "destroy", w_Body_destroy },
{ 0, 0 }
};
-2
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@@ -82,8 +82,6 @@ namespace box2d
int w_Body_setAwake(lua_State * L);
int w_Body_setFixedRotation(lua_State * L);
int w_Body_isFixedRotation(lua_State * L);
int w_Body_createFixture(lua_State * L);
int w_Body_destroyFixture(lua_State * L);
int w_Body_destroy(lua_State * L);
int luaopen_body(lua_State * L);
@@ -54,6 +54,16 @@ namespace box2d
luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body);
return 1;
}
int w_newFixture(lua_State * L)
{
Body * body = luax_checkbody(L, 1);
Shape * shape = luax_checkshape(L, 2);
float density = (float)luaL_checknumber(L, 3);
Fixture * fixture = instance->newFixture(body, shape, density);
luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)fixture);
return 1;
}
int w_newCircleShape(lua_State * L)
{
@@ -279,6 +289,7 @@ namespace box2d
static const luaL_Reg functions[] = {
{ "newWorld", w_newWorld },
{ "newBody", w_newBody },
{ "newFixture", w_newFixture },
{ "newCircleShape", w_newCircleShape },
{ "newRectangleShape", w_newRectangleShape },
{ "newPolygonShape", w_newPolygonShape },
+1
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@@ -53,6 +53,7 @@ namespace box2d
{
int w_newWorld(lua_State * L);
int w_newBody(lua_State * L);
int w_newFixture(lua_State * L);
int w_newCircleShape(lua_State * L);
int w_newRectangleShape(lua_State * L);
int w_newPolygonShape(lua_State * L);