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Add World:isLocked and const-ify a few worthy methods
--HG-- branch : box2d-update
This commit is contained in:
@@ -341,23 +341,28 @@ namespace box2d
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{
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return world->GetAllowSleeping();
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}
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bool World::isLocked() const
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{
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return world->IsLocked();
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}
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int World::getBodyCount()
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int World::getBodyCount() const
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{
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return world->GetBodyCount();
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}
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int World::getJointCount()
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int World::getJointCount() const
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{
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return world->GetJointCount();
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}
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int World::getContactCount()
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int World::getContactCount() const
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{
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return world->GetContactCount();
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}
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int World::getBodyList(lua_State * L)
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int World::getBodyList(lua_State * L) const
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{
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lua_newtable(L);
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b2Body * b = world->GetBodyList();
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@@ -372,7 +377,7 @@ namespace box2d
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return 1;
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}
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int World::getJointList(lua_State * L)
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int World::getJointList(lua_State * L) const
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{
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lua_newtable(L);
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b2Joint * j = world->GetJointList();
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@@ -387,7 +392,7 @@ namespace box2d
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return 1;
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}
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int World::getContactList(lua_State * L)
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int World::getContactList(lua_State * L) const
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{
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lua_newtable(L);
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b2Contact * c = world->GetContactList();
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@@ -402,7 +407,7 @@ namespace box2d
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return 1;
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}
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b2Body * World::getGroundBody()
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b2Body * World::getGroundBody() const
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{
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return groundBody;
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}
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@@ -202,48 +202,55 @@ namespace box2d
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* @return True if allowed, false if disallowed.
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**/
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bool getAllowSleeping() const;
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/**
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* Returns whether this World is currently locked.
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* If it's locked, it's in the middle of a timestep.
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* @return Whether the World is locked.
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**/
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bool isLocked() const;
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/**
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* Get the current body count.
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* @return The number of bodies.
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**/
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int getBodyCount();
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int getBodyCount() const;
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/**
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* Get the current joint count.
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* @return The number of joints.
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**/
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int getJointCount();
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int getJointCount() const;
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/**
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* Get the current contact count.
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* @return The number of contacts.
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**/
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int getContactCount();
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int getContactCount() const;
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/**
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* Get an array of all the Bodies in the World.
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* @return An array of Bodies.
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**/
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int getBodyList(lua_State * L);
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int getBodyList(lua_State * L) const;
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/**
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* Get an array of all the Joints in the World.
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* @return An array of Joints.
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**/
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int getJointList(lua_State * L);
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int getJointList(lua_State * L) const;
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/**
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* Get an array of all the Contacts in the World.
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* @return An array of Contacts.
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**/
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int getContactList(lua_State * L);
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int getContactList(lua_State * L) const;
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/**
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* Gets the ground body.
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* @return The ground body.
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**/
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b2Body * getGroundBody();
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b2Body * getGroundBody() const;
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/**
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* Gets all fixtures that overlap a given bounding box.
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@@ -98,6 +98,13 @@ namespace box2d
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luax_pushboolean(L, t->getAllowSleeping());
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return 1;
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}
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int w_World_isLocked(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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luax_pushboolean(L, t->isLocked());
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return 1;
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}
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int w_World_getBodyCount(lua_State * L)
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{
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@@ -165,6 +172,7 @@ namespace box2d
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{ "getGravity", w_World_getGravity },
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{ "setAllowSleeping", w_World_setAllowSleeping },
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{ "getAllowSleeping", w_World_getAllowSleeping },
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{ "isLocked", w_World_isLocked },
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{ "getBodyCount", w_World_getBodyCount },
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{ "getJointCount", w_World_getJointCount },
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{ "getContactCount", w_World_getContactCount },
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@@ -41,6 +41,7 @@ namespace box2d
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int w_World_getGravity(lua_State * L);
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int w_World_setAllowSleeping(lua_State * L);
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int w_World_getAllowSleeping(lua_State * L);
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int w_World_isLocked(lua_State * L);
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int w_World_getBodyCount(lua_State * L);
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int w_World_getJointCount(lua_State * L);
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int w_World_getContactCount(lua_State * L);
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