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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
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* 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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#include "Physics.h"
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// Convex Hull Scan
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#include "graham/GrahamScanConvexHull.h"
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// LOVE
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#include <common/math.h>
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#include "wrap_Body.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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const char * Physics::getName() const
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{
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return "love.physics.box2d";
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}
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World * Physics::newWorld(float lx, float ly, float ux, float uy, float gx, float gy, bool sleep)
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{
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b2AABB aabb;
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aabb.lowerBound.Set(lx, ly);
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aabb.upperBound.Set(ux, uy);
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return new World(aabb, b2Vec2(gx, gy), sleep);
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}
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World * Physics::newWorld(float w, float h)
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{
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return newWorld(-w, -h, w, h, 0, 0, true);
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}
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Body * Physics::newBody(World * world, float x, float y, float mass, float i)
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{
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return new Body(world, b2Vec2(x, y), mass, i);
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}
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Body * Physics::newBody(World * world, float x, float y)
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{
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return new Body(world, b2Vec2(x, y), 1, 1);
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}
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Body * Physics::newBody(World * world)
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{
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return new Body(world, b2Vec2(0, 0), 1, 1);
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}
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CircleShape * Physics::newCircleShape(Body * body, float radius)
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{
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return newCircleShape(body, 0, 0, radius);
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}
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CircleShape * Physics::newCircleShape(Body * body, float x, float y, float radius)
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{
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b2CircleDef def;
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def.density = 1.0f;
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def.localPosition.Set(x, y);
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def.friction = 0.5f;
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def.restitution = 0.1f;
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def.radius = radius;
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return new CircleShape(body, &def);
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}
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PolygonShape * Physics::newRectangleShape(Body * body, float w, float h)
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{
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return newRectangleShape(body, 0, 0, w, h, 0);
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}
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PolygonShape * Physics::newRectangleShape(Body * body, float x, float y, float w, float h)
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{
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return newRectangleShape(body, x, y, w, h, 0);
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}
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PolygonShape * Physics::newRectangleShape(Body * body, float x, float y, float w, float h, float angle)
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{
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b2PolygonDef def;
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def.friction = 0.5f;
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def.restitution = 0.1f;
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def.density = 1.0f;
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def.SetAsBox(w/2.0f, h/2.0f, b2Vec2(x, y), angle);
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return new PolygonShape(body, &def);
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}
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int Physics::newPolygonShape(lua_State * L)
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{
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int argc = lua_gettop(L);
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int vcount = (int)(argc-1)/2;
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// 1 body + 3 vertices
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love::luax_assert_argc(L, 1 + (2 * 3));
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Body * b = luax_checkbody(L, 1);
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b2PolygonDef def;
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def.friction = 0.5f;
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def.restitution = 0.1f;
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def.density = 1.0f;
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std::vector<point2d> points(def.vertexCount);
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std::vector<point2d> convex_hull;
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for(int i = 0;i<vcount;i++)
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{
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float x = (float)lua_tonumber(L, -2);
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float y = (float)lua_tonumber(L, -1);
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point2d tmp(x, y);
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points.push_back(tmp);
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lua_pop(L, 2);
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}
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// Compute convex hull.
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GrahamScanConvexHull()(points, convex_hull);
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def.vertexCount = (int32)convex_hull.size();
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if(def.vertexCount < 3)
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return luaL_error(L, "Polygon degenerated to less than three points.");
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for(int i = 0;i<def.vertexCount;i++)
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def.vertices[def.vertexCount-i-1].Set((float)convex_hull[i].x, (float)convex_hull[i].y);
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PolygonShape * p = new PolygonShape(b, &def);
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luax_newtype(L, "PolygonShape", LOVE_PHYSICS_POLYGON_SHAPE_BITS, (void*)p);
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return 1;
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}
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DistanceJoint * Physics::newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2)
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{
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return new DistanceJoint(body1, body2, x1, y1, x2, y2);
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}
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MouseJoint * Physics::newMouseJoint(Body * body, float x, float y)
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{
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return new MouseJoint(body, x, y);
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}
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RevoluteJoint * Physics::newRevoluteJoint(Body * body1, Body * body2, float x, float y)
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{
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return new RevoluteJoint(body1, body2, x, y);
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}
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PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay)
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{
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return new PrismaticJoint(body1, body2, x, y, ax, ay);
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}
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PulleyJoint * Physics::newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio)
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{
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return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio);
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}
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GearJoint * Physics::newGearJoint(Joint * joint1, Joint * joint2, float ratio)
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{
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return new GearJoint(joint1, joint2, ratio);
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}
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} // box2d
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} // physics
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} // love
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