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
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@@ -383,16 +383,6 @@ namespace box2d
{ {
return world; 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) b2Vec2 Body::getVector(lua_State * L)
{ {
-4
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@@ -373,10 +373,6 @@ namespace box2d
* Get the World this Body resides in. * Get the World this Body resides in.
*/ */
World * getWorld() const; World * getWorld() const;
Fixture * createFixture(Shape * shape, float density);
void destroyFixture(Fixture * fixture);
private: private:
/** /**
+5
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@@ -203,6 +203,11 @@ namespace box2d
return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected); 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) void Physics::setMeter(int meter)
{ {
Physics::meter = 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); 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. * Creates a new Fixture attaching shape to body.
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft). * @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); static void setMeter(int meter);
/** /**
* Gets the number of pixels in one meter. * Gets the number of pixels in one meter.
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft). * @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
**/ **/
static int getMeter(); static int getMeter();
/** /**
* Scales a value down according to the current meter in pixels. * Scales a value down according to the current meter in pixels.
* @param f The unscaled input value. * @param f The unscaled input value.
**/ **/
static float scaleDown(float f); static float scaleDown(float f);
/** /**
* Scales a value up according to the current meter in pixels. * Scales a value up according to the current meter in pixels.
* @param f The unscaled input value. * @param f The unscaled input value.
**/ **/
static float scaleUp(float f); static float scaleUp(float f);
/** /**
* Scales a point down according to the current meter * Scales a point down according to the current meter
* in pixels, for instance x = x0/meter, y = x0/meter. * in pixels, for instance x = x0/meter, y = x0/meter.
* @param x The x-coordinate of the point to scale. * @param x The x-coordinate of the point to scale.
* @param y The y-coordinate of the point to scale. * @param y The y-coordinate of the point to scale.
**/ **/
static void scaleDown(float & x, float & y); static void scaleDown(float & x, float & y);
/** /**
* Scales a point up according to the current meter * Scales a point up according to the current meter
* in pixels, for instance x = x0/meter, y = x0/meter. * in pixels, for instance x = x0/meter, y = x0/meter.
* @param x The x-coordinate of the point to scale. * @param x The x-coordinate of the point to scale.
* @param y The y-coordinate of the point to scale. * @param y The y-coordinate of the point to scale.
**/ **/
static void scaleUp(float & x, float & y); static void scaleUp(float & x, float & y);
/** /**
* Scales a b2Vec2 down according to the current meter in pixels. * Scales a b2Vec2 down according to the current meter in pixels.
* @param v The unscaled input vector. * @param v The unscaled input vector.
* @return The scaled vector. * @return The scaled vector.
**/ **/
static b2Vec2 scaleDown(const b2Vec2 & v); static b2Vec2 scaleDown(const b2Vec2 & v);
/** /**
* Scales a b2Vec up according to the current meter in pixels. * Scales a b2Vec up according to the current meter in pixels.
* @param v The unscaled input vector. * @param v The unscaled input vector.
* @return The scaled vector. * @return The scaled vector.
**/ **/
static b2Vec2 scaleUp(const b2Vec2 & v); static b2Vec2 scaleUp(const b2Vec2 & v);
/** /**
* Scales a b2AABB down according to the current meter in pixels. * Scales a b2AABB down according to the current meter in pixels.
* @param v The unscaled input AABB. * @param v The unscaled input AABB.
* @return The scaled AABB. * @return The scaled AABB.
**/ **/
static b2AABB scaleDown(const b2AABB & aabb); static b2AABB scaleDown(const b2AABB & aabb);
/** /**
* Scales a b2AABB up according to the current meter in pixels. * Scales a b2AABB up according to the current meter in pixels.
* @param v The unscaled input AABB. * @param v The unscaled input AABB.
* @return The scaled AABB. * @return The scaled AABB.
**/ **/
static b2AABB scaleUp(const b2AABB & aabb); static b2AABB scaleUp(const b2AABB & aabb);
}; // Physics }; // Physics
} // box2d } // box2d
-20
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@@ -499,24 +499,6 @@ namespace box2d
luax_pushboolean(L, b); luax_pushboolean(L, b);
return 1; 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) int w_Body_destroy(lua_State * L)
{ {
@@ -579,8 +561,6 @@ namespace box2d
{ "setAwake", w_Body_setAwake }, { "setAwake", w_Body_setAwake },
{ "setFixedRotation", w_Body_setFixedRotation }, { "setFixedRotation", w_Body_setFixedRotation },
{ "isFixedRotation", w_Body_isFixedRotation }, { "isFixedRotation", w_Body_isFixedRotation },
{ "createFixture", w_Body_createFixture },
{ "destroyFixture", w_Body_destroyFixture },
{ "destroy", w_Body_destroy }, { "destroy", w_Body_destroy },
{ 0, 0 } { 0, 0 }
}; };
-2
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@@ -82,8 +82,6 @@ namespace box2d
int w_Body_setAwake(lua_State * L); int w_Body_setAwake(lua_State * L);
int w_Body_setFixedRotation(lua_State * L); int w_Body_setFixedRotation(lua_State * L);
int w_Body_isFixedRotation(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 w_Body_destroy(lua_State * L);
int luaopen_body(lua_State * L); int luaopen_body(lua_State * L);
@@ -54,6 +54,16 @@ namespace box2d
luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body); luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body);
return 1; 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) int w_newCircleShape(lua_State * L)
{ {
@@ -279,6 +289,7 @@ namespace box2d
static const luaL_Reg functions[] = { static const luaL_Reg functions[] = {
{ "newWorld", w_newWorld }, { "newWorld", w_newWorld },
{ "newBody", w_newBody }, { "newBody", w_newBody },
{ "newFixture", w_newFixture },
{ "newCircleShape", w_newCircleShape }, { "newCircleShape", w_newCircleShape },
{ "newRectangleShape", w_newRectangleShape }, { "newRectangleShape", w_newRectangleShape },
{ "newPolygonShape", w_newPolygonShape }, { "newPolygonShape", w_newPolygonShape },
+1
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@@ -53,6 +53,7 @@ namespace box2d
{ {
int w_newWorld(lua_State * L); int w_newWorld(lua_State * L);
int w_newBody(lua_State * L); int w_newBody(lua_State * L);
int w_newFixture(lua_State * L);
int w_newCircleShape(lua_State * L); int w_newCircleShape(lua_State * L);
int w_newRectangleShape(lua_State * L); int w_newRectangleShape(lua_State * L);
int w_newPolygonShape(lua_State * L); int w_newPolygonShape(lua_State * L);