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love.physics.newWorld now acts like it's supposed to and adheres to the documentation
This commit is contained in:
@@ -1,265 +1,267 @@
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/**
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* Copyright (c) 2006-2009 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
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* 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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// LOVE
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#include "wrap_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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static Physics * instance = 0;
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int w_newWorld(lua_State * L)
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{
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if(lua_gettop(L) == 2)
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{
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float x = (float)luaL_checknumber(L, 1);
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float y = (float)luaL_checknumber(L, 2);
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World * w = instance->newWorld(x, y);
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luax_newtype(L, "World", PHYSICS_WORLD_T, (void*)w);
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return 1;
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}
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else if(lua_gettop(L) == 6)
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{
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float lx = (float)luaL_checknumber(L, 1);
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float ly = (float)luaL_checknumber(L, 2);
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float ux = (float)luaL_checknumber(L, 3);
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float uy = (float)luaL_checknumber(L, 4);
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float gx = (float)luaL_checknumber(L, 5);
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float gy = (float)luaL_checknumber(L, 6);
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bool sleep = luax_toboolean(L, 7);
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World * w = instance->newWorld(lx, ly, ux, uy, gx, gy, sleep);
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luax_newtype(L, "World", PHYSICS_WORLD_T, (void*)w);
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return 1;
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}
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else
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return luaL_error(L, "Incorrect number of parameters");
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}
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int w_newBody(lua_State * L)
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{
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World * world = luax_checktype<World>(L, 1, "World", PHYSICS_WORLD_T);
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float x = (float)luaL_optnumber(L, 2, 0.0);
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float y = (float)luaL_optnumber(L, 3, 0.0);
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float m = (float)luaL_optnumber(L, 4, 0.0);
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float i = (float)luaL_optnumber(L, 5, 0.0);
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Body * body = instance->newBody(world, x, y, m, i);
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luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body);
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return 1;
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}
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int w_newCircleShape(lua_State * L)
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{
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Body * body = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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int top = lua_gettop(L);
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if(top == 2)
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{
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float radius = (float)luaL_checknumber(L, 2);
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CircleShape * shape = instance->newCircleShape(body, radius);
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luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape);
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return 1;
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}
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else if(top == 4)
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{
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float x = (float)luaL_checknumber(L, 2);
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float y = (float)luaL_checknumber(L, 3);
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float radius = (float)luaL_checknumber(L, 4);
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CircleShape * shape = instance->newCircleShape(body, x, y, radius);
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luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape);
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return 1;
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}
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else
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return luaL_error(L, "Incorrect number of parameters");
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}
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int w_newRectangleShape(lua_State * L)
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{
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Body * body = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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int top = lua_gettop(L);
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if(top == 3)
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{
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float w = (float)luaL_checknumber(L, 2);
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float h = (float)luaL_checknumber(L, 3);
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PolygonShape * shape = instance->newRectangleShape(body, w, h);
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luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape);
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return 1;
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}
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else if(top == 5 || top == 6)
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{
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float x = (float)luaL_checknumber(L, 2);
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float y = (float)luaL_checknumber(L, 3);
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float w = (float)luaL_checknumber(L, 4);
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float h = (float)luaL_checknumber(L, 5);
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float angle = (float)luaL_optnumber(L, 6, 0);
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PolygonShape * shape = instance->newRectangleShape(body, x, y, w, h, angle);
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luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape);
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return 1;
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}
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else
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return luaL_error(L, "Incorrect number of parameters");
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}
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int w_newPolygonShape(lua_State * L)
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{
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return instance->newPolygonShape(L);
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}
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int w_newDistanceJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x1 = (float)luaL_checknumber(L, 3);
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float y1 = (float)luaL_checknumber(L, 4);
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float x2 = (float)luaL_checknumber(L, 5);
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float y2 = (float)luaL_checknumber(L, 6);
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DistanceJoint * j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2);
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luax_newtype(L, "DistanceJoint", PHYSICS_DISTANCE_JOINT_T, (void*)j);
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return 1;
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}
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int w_newMouseJoint(lua_State * L)
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{
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Body * body = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 2);
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float y = (float)luaL_checknumber(L, 3);
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MouseJoint * j = instance->newMouseJoint(body, x, y);
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luax_newtype(L, "MouseJoint", PHYSICS_MOUSE_JOINT_T, (void*)j);
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return 1;
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}
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int w_newRevoluteJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 3);
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float y = (float)luaL_checknumber(L, 4);
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RevoluteJoint * j = instance->newRevoluteJoint(body1, body2, x, y);
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luax_newtype(L, "RevoluteJoint", PHYSICS_REVOLUTE_JOINT_T, (void*)j);
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return 1;
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}
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int w_newPrismaticJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 3);
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float y = (float)luaL_checknumber(L, 4);
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float ax = (float)luaL_checknumber(L, 5);
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float ay = (float)luaL_checknumber(L, 6);
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PrismaticJoint * j = instance->newPrismaticJoint(body1, body2, x, y, ax, ay);
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luax_newtype(L, "PrismaticJoint", PHYSICS_PRISMATIC_JOINT_T, (void*)j);
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return 1;
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}
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int w_newPulleyJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float gx1 = (float)luaL_checknumber(L, 3);
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float gy1 = (float)luaL_checknumber(L, 4);
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float gx2 = (float)luaL_checknumber(L, 5);
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float gy2 = (float)luaL_checknumber(L, 6);
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float x1 = (float)luaL_checknumber(L, 7);
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float y1 = (float)luaL_checknumber(L, 8);
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float x2 = (float)luaL_checknumber(L, 9);
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float y2 = (float)luaL_checknumber(L, 10);
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float ratio = (float)luaL_optnumber(L, 11, 1.0);
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PulleyJoint * j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio);
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luax_newtype(L, "PulleyJoint", PHYSICS_PULLEY_JOINT_T, (void*)j);
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return 1;
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}
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int w_newGearJoint(lua_State * L)
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{
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Joint * joint1 = luax_checktype<Joint>(L, 1, "Joint", PHYSICS_JOINT_T);
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Joint * joint2 = luax_checktype<Joint>(L, 2, "Joint", PHYSICS_JOINT_T);
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float ratio = (float)luaL_optnumber(L, 3, 1.0);
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GearJoint * j = instance->newGearJoint(joint1, joint2, ratio);
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luax_newtype(L, "GearJoint", PHYSICS_GEAR_JOINT_T, (void*)j);
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return 1;
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}
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// List of functions to wrap.
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static const luaL_Reg functions[] = {
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{ "newWorld", w_newWorld },
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{ "newBody", w_newBody },
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{ "newCircleShape", w_newCircleShape },
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{ "newRectangleShape", w_newRectangleShape },
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{ "newPolygonShape", w_newPolygonShape },
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{ "newDistanceJoint", w_newDistanceJoint },
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{ "newMouseJoint", w_newMouseJoint },
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{ "newRevoluteJoint", w_newRevoluteJoint },
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{ "newPrismaticJoint", w_newPrismaticJoint },
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{ "newPulleyJoint", w_newPulleyJoint },
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{ "newGearJoint", w_newGearJoint },
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{ 0, 0 },
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};
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static const lua_CFunction types[] = {
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luaopen_world,
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luaopen_contact,
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luaopen_body,
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luaopen_shape,
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luaopen_circleshape,
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luaopen_polygonshape,
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luaopen_joint,
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luaopen_mousejoint,
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luaopen_distancejoint,
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luaopen_prismaticjoint,
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luaopen_revolutejoint,
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luaopen_pulleyjoint,
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luaopen_gearjoint,
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0
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};
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int luaopen_love_physics(lua_State * L)
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{
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if(instance == 0)
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{
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try
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{
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instance = new Physics();
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}
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catch(Exception & e)
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{
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return luaL_error(L, e.what());
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}
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}
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WrappedModule w;
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w.module = instance;
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w.name = "physics";
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w.flags = MODULE_T;
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w.functions = functions;
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w.types = types;
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return luax_register_module(L, w);
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}
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} // box2d
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} // physics
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} // love
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/**
|
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* Copyright (c) 2006-2009 LOVE Development Team
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
**/
|
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|
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// LOVE
|
||||
#include "wrap_Physics.h"
|
||||
|
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namespace love
|
||||
{
|
||||
namespace physics
|
||||
{
|
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namespace box2d
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{
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static Physics * instance = 0;
|
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|
||||
int w_newWorld(lua_State * L)
|
||||
{
|
||||
switch(lua_gettop(L))
|
||||
{
|
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case 2:
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||||
float x = (float)luaL_checknumber(L, 1);
|
||||
float y = (float)luaL_checknumber(L, 2);
|
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World * w = instance->newWorld(x, y);
|
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luax_newtype(L, "World", PHYSICS_WORLD_T, (void*)w);
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return 1;
|
||||
|
||||
case 6:
|
||||
case 7:
|
||||
float lx = (float)luaL_checknumber(L, 1);
|
||||
float ly = (float)luaL_checknumber(L, 2);
|
||||
float ux = (float)luaL_checknumber(L, 3);
|
||||
float uy = (float)luaL_checknumber(L, 4);
|
||||
float gx = (float)luaL_checknumber(L, 5);
|
||||
float gy = (float)luaL_checknumber(L, 6);
|
||||
bool sleep = luax_optboolean(L, 7, true);
|
||||
World * w = instance->newWorld(lx, ly, ux, uy, gx, gy, sleep);
|
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luax_newtype(L, "World", PHYSICS_WORLD_T, (void*)w);
|
||||
return 1;
|
||||
|
||||
default:
|
||||
return luaL_error(L, "Incorrect number of parameters");
|
||||
}
|
||||
}
|
||||
|
||||
int w_newBody(lua_State * L)
|
||||
{
|
||||
World * world = luax_checktype<World>(L, 1, "World", PHYSICS_WORLD_T);
|
||||
float x = (float)luaL_optnumber(L, 2, 0.0);
|
||||
float y = (float)luaL_optnumber(L, 3, 0.0);
|
||||
float m = (float)luaL_optnumber(L, 4, 0.0);
|
||||
float i = (float)luaL_optnumber(L, 5, 0.0);
|
||||
Body * body = instance->newBody(world, x, y, m, i);
|
||||
luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_newCircleShape(lua_State * L)
|
||||
{
|
||||
Body * body = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
|
||||
int top = lua_gettop(L);
|
||||
|
||||
if(top == 2)
|
||||
{
|
||||
float radius = (float)luaL_checknumber(L, 2);
|
||||
CircleShape * shape = instance->newCircleShape(body, radius);
|
||||
luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape);
|
||||
return 1;
|
||||
}
|
||||
else if(top == 4)
|
||||
{
|
||||
float x = (float)luaL_checknumber(L, 2);
|
||||
float y = (float)luaL_checknumber(L, 3);
|
||||
float radius = (float)luaL_checknumber(L, 4);
|
||||
CircleShape * shape = instance->newCircleShape(body, x, y, radius);
|
||||
luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape);
|
||||
return 1;
|
||||
}
|
||||
else
|
||||
return luaL_error(L, "Incorrect number of parameters");
|
||||
}
|
||||
|
||||
int w_newRectangleShape(lua_State * L)
|
||||
{
|
||||
Body * body = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
|
||||
int top = lua_gettop(L);
|
||||
|
||||
if(top == 3)
|
||||
{
|
||||
float w = (float)luaL_checknumber(L, 2);
|
||||
float h = (float)luaL_checknumber(L, 3);
|
||||
PolygonShape * shape = instance->newRectangleShape(body, w, h);
|
||||
luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape);
|
||||
return 1;
|
||||
}
|
||||
else if(top == 5 || top == 6)
|
||||
{
|
||||
float x = (float)luaL_checknumber(L, 2);
|
||||
float y = (float)luaL_checknumber(L, 3);
|
||||
float w = (float)luaL_checknumber(L, 4);
|
||||
float h = (float)luaL_checknumber(L, 5);
|
||||
float angle = (float)luaL_optnumber(L, 6, 0);
|
||||
PolygonShape * shape = instance->newRectangleShape(body, x, y, w, h, angle);
|
||||
luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape);
|
||||
return 1;
|
||||
}
|
||||
else
|
||||
return luaL_error(L, "Incorrect number of parameters");
|
||||
}
|
||||
|
||||
int w_newPolygonShape(lua_State * L)
|
||||
{
|
||||
return instance->newPolygonShape(L);
|
||||
}
|
||||
|
||||
int w_newDistanceJoint(lua_State * L)
|
||||
{
|
||||
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
|
||||
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
|
||||
float x1 = (float)luaL_checknumber(L, 3);
|
||||
float y1 = (float)luaL_checknumber(L, 4);
|
||||
float x2 = (float)luaL_checknumber(L, 5);
|
||||
float y2 = (float)luaL_checknumber(L, 6);
|
||||
DistanceJoint * j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2);
|
||||
luax_newtype(L, "DistanceJoint", PHYSICS_DISTANCE_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_newMouseJoint(lua_State * L)
|
||||
{
|
||||
Body * body = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
|
||||
float x = (float)luaL_checknumber(L, 2);
|
||||
float y = (float)luaL_checknumber(L, 3);
|
||||
MouseJoint * j = instance->newMouseJoint(body, x, y);
|
||||
luax_newtype(L, "MouseJoint", PHYSICS_MOUSE_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_newRevoluteJoint(lua_State * L)
|
||||
{
|
||||
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
|
||||
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
|
||||
float x = (float)luaL_checknumber(L, 3);
|
||||
float y = (float)luaL_checknumber(L, 4);
|
||||
RevoluteJoint * j = instance->newRevoluteJoint(body1, body2, x, y);
|
||||
luax_newtype(L, "RevoluteJoint", PHYSICS_REVOLUTE_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_newPrismaticJoint(lua_State * L)
|
||||
{
|
||||
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
|
||||
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
|
||||
float x = (float)luaL_checknumber(L, 3);
|
||||
float y = (float)luaL_checknumber(L, 4);
|
||||
float ax = (float)luaL_checknumber(L, 5);
|
||||
float ay = (float)luaL_checknumber(L, 6);
|
||||
PrismaticJoint * j = instance->newPrismaticJoint(body1, body2, x, y, ax, ay);
|
||||
luax_newtype(L, "PrismaticJoint", PHYSICS_PRISMATIC_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_newPulleyJoint(lua_State * L)
|
||||
{
|
||||
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
|
||||
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
|
||||
float gx1 = (float)luaL_checknumber(L, 3);
|
||||
float gy1 = (float)luaL_checknumber(L, 4);
|
||||
float gx2 = (float)luaL_checknumber(L, 5);
|
||||
float gy2 = (float)luaL_checknumber(L, 6);
|
||||
float x1 = (float)luaL_checknumber(L, 7);
|
||||
float y1 = (float)luaL_checknumber(L, 8);
|
||||
float x2 = (float)luaL_checknumber(L, 9);
|
||||
float y2 = (float)luaL_checknumber(L, 10);
|
||||
float ratio = (float)luaL_optnumber(L, 11, 1.0);
|
||||
|
||||
PulleyJoint * j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio);
|
||||
luax_newtype(L, "PulleyJoint", PHYSICS_PULLEY_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int w_newGearJoint(lua_State * L)
|
||||
{
|
||||
Joint * joint1 = luax_checktype<Joint>(L, 1, "Joint", PHYSICS_JOINT_T);
|
||||
Joint * joint2 = luax_checktype<Joint>(L, 2, "Joint", PHYSICS_JOINT_T);
|
||||
float ratio = (float)luaL_optnumber(L, 3, 1.0);
|
||||
|
||||
GearJoint * j = instance->newGearJoint(joint1, joint2, ratio);
|
||||
luax_newtype(L, "GearJoint", PHYSICS_GEAR_JOINT_T, (void*)j);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// List of functions to wrap.
|
||||
static const luaL_Reg functions[] = {
|
||||
{ "newWorld", w_newWorld },
|
||||
{ "newBody", w_newBody },
|
||||
{ "newCircleShape", w_newCircleShape },
|
||||
{ "newRectangleShape", w_newRectangleShape },
|
||||
{ "newPolygonShape", w_newPolygonShape },
|
||||
{ "newDistanceJoint", w_newDistanceJoint },
|
||||
{ "newMouseJoint", w_newMouseJoint },
|
||||
{ "newRevoluteJoint", w_newRevoluteJoint },
|
||||
{ "newPrismaticJoint", w_newPrismaticJoint },
|
||||
{ "newPulleyJoint", w_newPulleyJoint },
|
||||
{ "newGearJoint", w_newGearJoint },
|
||||
{ 0, 0 },
|
||||
};
|
||||
|
||||
static const lua_CFunction types[] = {
|
||||
luaopen_world,
|
||||
luaopen_contact,
|
||||
luaopen_body,
|
||||
luaopen_shape,
|
||||
luaopen_circleshape,
|
||||
luaopen_polygonshape,
|
||||
luaopen_joint,
|
||||
luaopen_mousejoint,
|
||||
luaopen_distancejoint,
|
||||
luaopen_prismaticjoint,
|
||||
luaopen_revolutejoint,
|
||||
luaopen_pulleyjoint,
|
||||
luaopen_gearjoint,
|
||||
0
|
||||
};
|
||||
|
||||
int luaopen_love_physics(lua_State * L)
|
||||
{
|
||||
if(instance == 0)
|
||||
{
|
||||
try
|
||||
{
|
||||
instance = new Physics();
|
||||
}
|
||||
catch(Exception & e)
|
||||
{
|
||||
return luaL_error(L, e.what());
|
||||
}
|
||||
}
|
||||
|
||||
WrappedModule w;
|
||||
w.module = instance;
|
||||
w.name = "physics";
|
||||
w.flags = MODULE_T;
|
||||
w.functions = functions;
|
||||
w.types = types;
|
||||
|
||||
return luax_register_module(L, w);
|
||||
}
|
||||
|
||||
} // box2d
|
||||
} // physics
|
||||
} // love
|
||||
|
||||
Reference in New Issue
Block a user