bounds check ChainShape:getPoint, and make functions that take indices 1-indexed on the Lua end of things

This commit is contained in:
Bill Meltsner
2012-02-04 19:38:11 -05:00
parent 83f7002f67
commit ddb1492c1f
4 changed files with 11 additions and 7 deletions
+2
View File
@@ -99,6 +99,8 @@ namespace box2d
b2Vec2 ChainShape::getPoint(int index) const
{
b2ChainShape * c = (b2ChainShape *)shape;
if (index < 0 || index >= c->m_count)
throw love::Exception("Physics error: index out of bounds");
const b2Vec2 & v = c->m_vertices[index];
return Physics::scaleUp(v);
}
+2 -2
View File
@@ -268,7 +268,7 @@ namespace box2d
float p2x = Physics::scaleDown((float)luaL_checknumber(L, 3));
float p2y = Physics::scaleDown((float)luaL_checknumber(L, 4));
float maxFraction = (float)luaL_checknumber(L, 5);
int childIndex = (int)luaL_optint(L, 6, 0);
int childIndex = (int)luaL_optint(L, 6, 1) - 1; // Convert from 1-based index
b2RayCastInput input;
input.p1.Set(p1x, p1y);
input.p2.Set(p2x, p2y);
@@ -284,7 +284,7 @@ namespace box2d
int Fixture::getBoundingBox(lua_State * L) const
{
int childIndex = (int)luaL_optint(L, 1, 0);
int childIndex = (int)luaL_optint(L, 1, 1) - 1; // Convert from 1-based index
b2AABB box = fixture->GetAABB(childIndex);
box = Physics::scaleUp(box);
lua_pushnumber(L, box.lowerBound.x);
+2 -2
View File
@@ -100,7 +100,7 @@ namespace box2d
float x = Physics::scaleDown((float)luaL_checknumber(L, 6));
float y = Physics::scaleDown((float)luaL_checknumber(L, 7));
float r = (float)luaL_checknumber(L, 8);
int childIndex = (int)luaL_optint(L, 9, 0);
int childIndex = (int)luaL_optint(L, 9, 1) - 1; // Convert from 1-based index
b2RayCastInput input;
input.p1.Set(p1x, p1y);
input.p2.Set(p2x, p2y);
@@ -120,7 +120,7 @@ namespace box2d
float x = Physics::scaleDown((float)luaL_checknumber(L, 1));
float y = Physics::scaleDown((float)luaL_checknumber(L, 2));
float r = (float)luaL_checknumber(L, 3);
int childIndex = (int)luaL_optint(L, 4, 0);
int childIndex = (int)luaL_optint(L, 4, 1) - 1; // Convert from 1-based index
b2Transform transform(b2Vec2(x, y), b2Rot(r));
b2AABB box;
shape->ComputeAABB(&box, transform, childIndex);
@@ -19,6 +19,7 @@
**/
#include "wrap_ChainShape.h"
#include "wrap_Physics.h"
#include "Physics.h"
namespace love
@@ -60,7 +61,7 @@ namespace box2d
int w_ChainShape_getChildEdge(lua_State * L)
{
ChainShape * c = luax_checkchainshape(L, 1);
int index = luaL_checkint(L, 2);
int index = luaL_checkint(L, 2) - 1; // Convert from 1-based index
EdgeShape * e = c->getChildEdge(index);
luax_newtype(L, "EdgeShape", PHYSICS_EDGE_SHAPE_T, e);
return 1;
@@ -77,8 +78,9 @@ namespace box2d
int w_ChainShape_getPoint(lua_State * L)
{
ChainShape * c = luax_checkchainshape(L, 1);
int index = luaL_checkint(L, 2);
b2Vec2 v = c->getPoint(index);
int index = luaL_checkint(L, 2) - 1; // Convert from 1-based index
b2Vec2 v;
ASSERT_GUARD(v = c->getPoint(index);)
lua_pushnumber(L, v.x);
lua_pushnumber(L, v.y);
return 2;