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making a stab at updating Shapes
--HG-- branch : box2d-update
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@@ -35,20 +35,9 @@ namespace physics
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{
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namespace box2d
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{
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/**
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* This struct is stored in a void pointer
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* in the Box2D Shape class. For now, all we
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* need is a Lua reference to arbitrary data,
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* but we might need more later.
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**/
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struct shapeudata
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{
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// Reference to arbitrary data.
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Reference * ref;
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};
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/**
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* A Shape is geometry attached to a Body.
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* A Shape is geometry, attached to a Body via a Fixture.
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* A Body has position and orientation, and
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* a Shape's geometry will be affected by the parent
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* body's transformation.
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@@ -57,26 +46,15 @@ namespace box2d
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{
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protected:
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// A pointer to the parent Body. If the Body
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// is destroyed, all child shapes are destroyed as well.
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// This ensures that all child shapes are always destroyed
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// *before* the parent Body.
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Body * body;
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// The Box2D shape.
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b2Shape * shape;
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// Our shape data, to be stored in
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// the Box2D shape.
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shapeudata * data;
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public:
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/**
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* Creates a Shape attatched to the specified
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* Body.
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* Creates a Shape.
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**/
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Shape(Body * body);
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Shape();
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virtual ~Shape();
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@@ -85,118 +63,6 @@ namespace box2d
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* debug drawing.
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**/
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Type getType() const;
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/**
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* Sets the friction of the Shape.
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* @param friction The new friction.
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**/
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void setFriction(float friction);
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/**
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* Sets the restitution for the Shape.
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* @param restitution The restitution.
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**/
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void setRestitution(float restitution);
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/**
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* Sets the density of the Shape.
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* @param density The density of the Shape.
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**/
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void setDensity(float density);
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/**
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* Set whether this shape should be a sensor or not.
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* @param sensor True if sensor, false if not.
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**/
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void setSensor(bool sensor);
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/**
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* Gets the friction of the Shape.
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* @returns The friction.
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**/
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float getFriction() const;
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/**
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* Gets the restitution of the Shape.
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* @return The restitution of the Shape.
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**/
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float getRestitution() const;
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/**
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* Gets the density of the Shape.
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* @return The density.
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**/
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float getDensity() const;
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/**
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* Checks whether this Shape acts as a sensor.
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* @return True if sensor, false otherwise.
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**/
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bool isSensor() const;
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/**
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* Get the body attatched to this Shape.
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* @return The parent Body.
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**/
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Body * getBody() const;
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/**
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* Checks if a point is inside the Shape.
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* @param x The x-component of the Shape.
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* @param y The y-component of the Shape.
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**/
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bool testPoint(float x, float y) const;
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/**
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* Tests whether a line segment intersects a Shape.
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**/
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int testSegment(lua_State * L);
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/**
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* Sets the filter data. An integer array is used even though the
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* first two elements are unsigned shorts. The elements are:
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* category (16-bits), mask (16-bits) and group (32-bits/int).
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**/
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void setFilterData(int * v);
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/**
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* Gets the filter data. An integer array is used even though the
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* first two elements are unsigned shorts. The elements are:
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* category (16-bits), mask (16-bits) and group (32-bits/int).
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**/
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void getFilterData(int * v);
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void setGroupIndex(int index);
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int getGroupIndex() const;
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int setCategory(lua_State * L);
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int setMask(lua_State * L);
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int getCategory(lua_State * L);
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int getMask(lua_State * L);
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uint16 getBits(lua_State * L);
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int pushBits(lua_State * L, uint16 bits);
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/**
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* This function stores an in-C reference to
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* arbitrary Lua data in the Box2D shape object.
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*
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* The data set here will be passed to the collision
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* handler when collisions occur.
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**/
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int setData(lua_State * L);
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/**
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* Gets the data set with setData. If no
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* data is set, nil is returned.
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**/
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int getData(lua_State * L);
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/**
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* Gets the bounding box for this Shape.
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* The function returns eight values which can be
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* passed directly to love.graphics.polygon.
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**/
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int getBoundingBox(lua_State * L);
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};
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} // box2d
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