Initial Mercurial commit.

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rude
2009-07-26 15:46:49 +02:00
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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.
**/
#include "Body.h"
#include <common/math.h>
#include "World.h"
namespace love
{
namespace physics
{
namespace box2d
{
Body::Body(World * world, b2Vec2 p, float m, float i)
: world(world)
{
world->retain();
b2BodyDef def;
def.position = world->scaleDown(p);
def.massData.mass = m;
def.massData.I = i;
body = world->world->CreateBody(&def);
}
Body::~Body()
{
world->world->DestroyBody(body);
world->release();
body = 0;
}
float Body::getX()
{
return world->scaleUp(body->GetPosition().x);
}
float Body::getY()
{
return world->scaleUp(body->GetPosition().y);
}
int Body::getPosition(lua_State * L)
{
return pushVector(L, world->scaleUp(body->GetPosition()));
}
int Body::getVelocity(lua_State * L)
{
return pushVector(L, world->scaleUp(body->GetLinearVelocity()));
}
float Body::getAngle()
{
return body->GetAngle();
}
int Body::getWorldCenter(lua_State * L)
{
return pushVector(L, world->scaleUp(body->GetWorldCenter()));
}
int Body::getLocalCenter(lua_State * L)
{
return pushVector(L, world->scaleUp(body->GetLocalCenter()));
}
float Body::getSpin() const
{
return body->GetAngularVelocity();
}
float Body::getMass() const
{
return body->GetMass();
}
float Body::getInertia() const
{
return body->GetInertia();
}
float Body::getAngularDamping() const
{
return body->m_angularDamping;
}
float Body::getDamping() const
{
return body->m_linearDamping;
}
void Body::applyImpulse(float jx, float jy)
{
body->ApplyImpulse(b2Vec2(jx, jy), world->scaleDown(body->GetWorldCenter()));
}
void Body::applyImpulse(float jx, float jy, float rx, float ry)
{
body->ApplyImpulse(b2Vec2(jx, jy), world->scaleDown(b2Vec2(rx, ry)));
}
void Body::applyTorque(float t)
{
body->ApplyTorque(t);
}
void Body::applyForce(float fx, float fy, float rx, float ry)
{
body->ApplyForce(b2Vec2(fx, fy), world->scaleDown(b2Vec2(rx, ry)));
}
void Body::applyForce(float fx, float fy)
{
body->ApplyForce(b2Vec2(fx, fy), world->scaleDown(body->GetWorldCenter()));
}
void Body::setX(float x)
{
body->SetXForm(world->scaleDown(b2Vec2(x, getY())), getAngle());
}
void Body::setY(float y)
{
body->SetXForm(world->scaleDown(b2Vec2(getX(), y)), getAngle());
}
void Body::setVelocity(float x, float y)
{
body->SetLinearVelocity(world->scaleDown(b2Vec2(x, y)));
}
void Body::setAngle(float d)
{
body->SetXForm(body->GetPosition(), d);
}
void Body::setSpin(float r)
{
body->SetAngularVelocity(r);
}
void Body::setPosition(float x, float y)
{
body->SetXForm(world->scaleDown(b2Vec2(x, y)), body->GetAngle());
}
void Body::setAngularDamping(float d)
{
body->m_angularDamping = d;
}
void Body::setDamping(float d)
{
body->m_linearDamping = d;
}
void Body::setMassFromShapes()
{
body->SetMassFromShapes();
}
void Body::setMass(float x, float y, float m, float i)
{
b2MassData massData;
massData.center = world->scaleDown(b2Vec2(x, y));
massData.mass = m;
massData.I = i;
body->SetMass(&massData);
}
int Body::getWorldPoint(lua_State * L)
{
b2Vec2 v = world->scaleDown(getVector(L));
return pushVector(L, world->scaleUp(body->GetWorldPoint(v)));
}
int Body::getWorldVector(lua_State * L)
{
b2Vec2 v = world->scaleDown(getVector(L));
return pushVector(L, world->scaleUp(body->GetWorldVector(v)));
}
int Body::getLocalPoint(lua_State * L)
{
b2Vec2 v = world->scaleDown(getVector(L));
return pushVector(L, world->scaleUp(body->GetLocalPoint(v)));
}
int Body::getLocalVector(lua_State * L)
{
b2Vec2 v = world->scaleDown(getVector(L));
return pushVector(L, world->scaleUp(body->GetLocalVector(v)));
}
int Body::getVelocityWorldPoint(lua_State * L)
{
b2Vec2 v = world->scaleDown(getVector(L));
return pushVector(L, world->scaleUp(body->GetLinearVelocityFromWorldPoint(v)));
}
int Body::getVelocityLocalPoint(lua_State * L)
{
b2Vec2 v = world->scaleDown(getVector(L));
return pushVector(L, world->scaleUp(body->GetLinearVelocityFromLocalPoint(v)));
}
bool Body::isBullet() const
{
return body->IsBullet();
}
void Body::setBullet(bool bullet)
{
return body->SetBullet(bullet);
}
bool Body::isStatic() const
{
return body->IsStatic();
}
bool Body::isDynamic() const
{
return body->IsDynamic();
}
bool Body::isFrozen() const
{
return body->IsFrozen();
}
bool Body::isSleeping() const
{
return body->IsSleeping();
}
void Body::setAllowSleep(bool allow)
{
body->AllowSleeping(true);
}
void Body::setSleep(bool sleep)
{
if(sleep)
body->PutToSleep();
else
body->WakeUp();
}
b2Vec2 Body::getVector(lua_State * L)
{
love::luax_assert_argc(L, 2, 2);
b2Vec2 v((float)lua_tonumber(L, 1), (float)lua_tonumber(L, 2));
lua_pop(L, 2);
return v;
}
int Body::pushVector(lua_State * L, const b2Vec2 & v)
{
lua_pushnumber(L, v.x);
lua_pushnumber(L, v.y);
return 2;
}
} // box2d
} // physics
} // love