exposed collideConnected flag

--HG--
branch : box2d-update
This commit is contained in:
Bill Meltsner
2011-09-15 14:28:48 -04:00
parent 99660f39ab
commit e5fa4c87c6
21 changed files with 72 additions and 54 deletions
+2 -1
View File
@@ -30,11 +30,12 @@ namespace physics
{
namespace box2d
{
DistanceJoint::DistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2)
DistanceJoint::DistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2DistanceJointDef def;
def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x1,y1)), world->scaleDown(b2Vec2(x2,y2)));
def.collideConnected = collideConnected;
joint = (b2DistanceJoint*)createJoint(&def);
}
+1 -1
View File
@@ -44,7 +44,7 @@ namespace box2d
/**
* Creates a DistanceJoint connecting body1 to body2.
**/
DistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2);
DistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected);
virtual ~DistanceJoint();
+2 -1
View File
@@ -32,11 +32,12 @@ namespace physics
{
namespace box2d
{
FrictionJoint::FrictionJoint(Body * body1, Body * body2, float x, float y)
FrictionJoint::FrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2FrictionJointDef def;
def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)));
def.collideConnected = collideConnected;
joint = (b2FrictionJoint*)createJoint(&def);
}
+1 -1
View File
@@ -45,7 +45,7 @@ namespace box2d
/**
* Creates a new FrictionJoint connecting body1 and body2.
**/
FrictionJoint(Body * body1, Body * body2, float x, float y);
FrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
virtual ~FrictionJoint();
+2 -1
View File
@@ -30,7 +30,7 @@ namespace physics
{
namespace box2d
{
GearJoint::GearJoint(Joint * joint1, Joint * joint2, float ratio)
GearJoint::GearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected)
: Joint(joint1->body2, joint2->body2), joint(NULL)
{
b2GearJointDef def;
@@ -39,6 +39,7 @@ namespace box2d
def.bodyA = joint1->body2->body;
def.bodyB = joint2->body2->body;
def.ratio = ratio;
def.collideConnected = collideConnected;
joint = (b2GearJoint*)createJoint(&def);
}
+1 -1
View File
@@ -52,7 +52,7 @@ namespace box2d
/**
* Creates a GearJoint connecting joint1 to joint2.
**/
GearJoint(Joint * joint1, Joint * joint2, float ratio);
GearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected);
virtual ~GearJoint();
+18 -18
View File
@@ -144,9 +144,9 @@ namespace box2d
return 1;
}
DistanceJoint * Physics::newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2)
DistanceJoint * Physics::newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected)
{
return new DistanceJoint(body1, body2, x1, y1, x2, y2);
return new DistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);
}
MouseJoint * Physics::newMouseJoint(Body * body, float x, float y)
@@ -154,44 +154,44 @@ namespace box2d
return new MouseJoint(body, x, y);
}
RevoluteJoint * Physics::newRevoluteJoint(Body * body1, Body * body2, float x, float y)
RevoluteJoint * Physics::newRevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
{
return new RevoluteJoint(body1, body2, x, y);
return new RevoluteJoint(body1, body2, x, y, collideConnected);
}
PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay)
PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
{
return new PrismaticJoint(body1, body2, x, y, ax, ay);
return new PrismaticJoint(body1, body2, x, y, ax, ay, collideConnected);
}
PulleyJoint * Physics::newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio)
PulleyJoint * Physics::newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
{
return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio);
return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio, collideConnected);
}
GearJoint * Physics::newGearJoint(Joint * joint1, Joint * joint2, float ratio)
GearJoint * Physics::newGearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected)
{
return new GearJoint(joint1, joint2, ratio);
return new GearJoint(joint1, joint2, ratio, collideConnected);
}
FrictionJoint * Physics::newFrictionJoint(Body * body1, Body * body2, float x, float y)
FrictionJoint * Physics::newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
{
return new FrictionJoint(body1, body2, x, y);
return new FrictionJoint(body1, body2, x, y, collideConnected);
}
WeldJoint * Physics::newWeldJoint(Body * body1, Body * body2, float x, float y)
WeldJoint * Physics::newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
{
return new WeldJoint(body1, body2, x, y);
return new WeldJoint(body1, body2, x, y, collideConnected);
}
WheelJoint * Physics::newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay)
WheelJoint * Physics::newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
{
return new WheelJoint(body1, body2, x, y, ax, ay);
return new WheelJoint(body1, body2, x, y, ax, ay, collideConnected);
}
RopeJoint * Physics::newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength)
RopeJoint * Physics::newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected)
{
return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength);
return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
}
} // box2d
+9 -9
View File
@@ -158,7 +158,7 @@ namespace box2d
* @param x2 Anchor2 along the x-axis. (World coordinates)
* @param y2 Anchor2 along the y-axis. (World coordinates)
**/
DistanceJoint * newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2);
DistanceJoint * newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected);
/**
* Creates a new MouseJoint connecting the body with an arbitrary point.
@@ -172,7 +172,7 @@ namespace box2d
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
**/
RevoluteJoint * newRevoluteJoint(Body * body1, Body * body2, float x, float y);
RevoluteJoint * newRevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
/**
* Creates a new PrismaticJoint connecting body1 with body2.
@@ -181,7 +181,7 @@ namespace box2d
* @param ax The x-component of the world-axis.
* @param ay The y-component of the world-axis.
**/
PrismaticJoint * newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay);
PrismaticJoint * newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
/**
* Creates a new PulleyJoint connecting body1 with body2.
@@ -191,7 +191,7 @@ namespace box2d
* @param anchor2 World anchor on body2.
* @param ratio The pulley ratio.
**/
PulleyJoint * newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio);
PulleyJoint * newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected);
/**
* Creates a new GearJoint connecting joint1 with joint2.
@@ -199,21 +199,21 @@ namespace box2d
* @param joint2 The second joint.
* @param ratio The gear ratio.
**/
GearJoint * newGearJoint(Joint * joint1, Joint * joint2, float ratio);
GearJoint * newGearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected);
/**
* Creates a new FrictionJoint connecting body1 with body2.
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
**/
FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float x, float y);
FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
/**
* Creates a new WeldJoint connecting body1 with body2.
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
**/
WeldJoint * newWeldJoint(Body * body1, Body * body2, float x, float y);
WeldJoint * newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
/**
* Creates a new WheelJoint connecting body1 with body2.
@@ -222,7 +222,7 @@ namespace box2d
* @param ax The x-component of the world-axis.
* @param ay The y-component of the world-axis.
**/
WheelJoint * newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay);
WheelJoint * newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
/**
* Creates a new RopeJoint connecting body1 with body2.
@@ -232,7 +232,7 @@ namespace box2d
* @param y2 Anchor2 along the y-axis. (Local coordinates)
* @param maxLength The maximum distance for the bodies.
**/
RopeJoint * newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength);
RopeJoint * newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
}; // Physics
+2 -1
View File
@@ -30,7 +30,7 @@ namespace physics
{
namespace box2d
{
PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay)
PrismaticJoint::PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2PrismaticJointDef def;
@@ -39,6 +39,7 @@ namespace box2d
def.lowerTranslation = 0.0f;
def.upperTranslation = 100.0f;
def.enableLimit = true;
def.collideConnected = collideConnected;
joint = (b2PrismaticJoint*)createJoint(&def);
}
+1 -1
View File
@@ -46,7 +46,7 @@ namespace box2d
/**
* Creates a new PrismaticJoint connecting body1 and body2.
**/
PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay);
PrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
virtual ~PrismaticJoint();
+2 -1
View File
@@ -30,12 +30,13 @@ namespace physics
{
namespace box2d
{
PulleyJoint::PulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio)
PulleyJoint::PulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2PulleyJointDef def;
def.Initialize(body1->body, body2->body, world->scaleDown(groundAnchor1), world->scaleDown(groundAnchor2), \
world->scaleDown(anchor1), world->scaleDown(anchor2), ratio);
def.collideConnected = collideConnected;
joint = (b2PulleyJoint*)createJoint(&def);
}
+1 -1
View File
@@ -46,7 +46,7 @@ namespace box2d
/**
* Creates a PulleyJoint connecting body1 to body2.
**/
PulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio);
PulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected);
virtual ~PulleyJoint();
+2 -1
View File
@@ -32,11 +32,12 @@ namespace physics
{
namespace box2d
{
RevoluteJoint::RevoluteJoint(Body * body1, Body * body2, float x, float y)
RevoluteJoint::RevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2RevoluteJointDef def;
def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)));
def.collideConnected = collideConnected;
joint = (b2RevoluteJoint*)createJoint(&def);
}
+1 -1
View File
@@ -46,7 +46,7 @@ namespace box2d
/**
* Creates a new RevoluteJoint connecting body1 and body2.
**/
RevoluteJoint(Body * body1, Body * body2, float x, float y);
RevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
virtual ~RevoluteJoint();
+2 -1
View File
@@ -30,7 +30,7 @@ namespace physics
{
namespace box2d
{
RopeJoint::RopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength)
RopeJoint::RopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2RopeJointDef def;
@@ -39,6 +39,7 @@ namespace box2d
def.localAnchorA = world->scaleDown(b2Vec2(x1,y1));
def.localAnchorB = world->scaleDown(b2Vec2(x2,y2));
def.maxLength = world->scaleDown(maxLength);
def.collideConnected = collideConnected;
joint = (b2RopeJoint*)createJoint(&def);
}
+1 -1
View File
@@ -44,7 +44,7 @@ namespace box2d
/**
* Creates a RopeJoint connecting body1 to body2.
**/
RopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength);
RopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
virtual ~RopeJoint();
+2 -1
View File
@@ -32,11 +32,12 @@ namespace physics
{
namespace box2d
{
WeldJoint::WeldJoint(Body * body1, Body * body2, float x, float y)
WeldJoint::WeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2WeldJointDef def;
def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)));
def.collideConnected = collideConnected;
joint = (b2WeldJoint*)createJoint(&def);
}
+1 -1
View File
@@ -45,7 +45,7 @@ namespace box2d
/**
* Creates a new WeldJoint connecting body1 and body2.
**/
WeldJoint(Body * body1, Body * body2, float x, float y);
WeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
virtual ~WeldJoint();
+2 -1
View File
@@ -30,12 +30,13 @@ namespace physics
{
namespace box2d
{
WheelJoint::WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay)
WheelJoint::WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
: Joint(body1, body2), joint(NULL)
{
b2WheelJointDef def;
def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)), b2Vec2(ax,ay));
def.collideConnected = collideConnected;
joint = (b2WheelJoint*)createJoint(&def);
}
+1 -1
View File
@@ -47,7 +47,7 @@ namespace box2d
/**
* Creates a new WheelJoint connecting body1 and body2.
**/
WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay);
WheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
virtual ~WheelJoint();
+18 -9
View File
@@ -136,7 +136,8 @@ namespace box2d
float y1 = (float)luaL_checknumber(L, 4);
float x2 = (float)luaL_checknumber(L, 5);
float y2 = (float)luaL_checknumber(L, 6);
DistanceJoint * j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2);
bool collideConnected = luax_optboolean(L, 7, false);
DistanceJoint * j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);
luax_newtype(L, "DistanceJoint", PHYSICS_DISTANCE_JOINT_T, (void*)j);
return 1;
}
@@ -157,7 +158,8 @@ namespace box2d
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
RevoluteJoint * j = instance->newRevoluteJoint(body1, body2, x, y);
bool collideConnected = luax_optboolean(L, 5, false);
RevoluteJoint * j = instance->newRevoluteJoint(body1, body2, x, y, collideConnected);
luax_newtype(L, "RevoluteJoint", PHYSICS_REVOLUTE_JOINT_T, (void*)j);
return 1;
}
@@ -170,7 +172,8 @@ namespace box2d
float y = (float)luaL_checknumber(L, 4);
float ax = (float)luaL_checknumber(L, 5);
float ay = (float)luaL_checknumber(L, 6);
PrismaticJoint * j = instance->newPrismaticJoint(body1, body2, x, y, ax, ay);
bool collideConnected = luax_optboolean(L, 7, false);
PrismaticJoint * j = instance->newPrismaticJoint(body1, body2, x, y, ax, ay, collideConnected);
luax_newtype(L, "PrismaticJoint", PHYSICS_PRISMATIC_JOINT_T, (void*)j);
return 1;
}
@@ -188,8 +191,9 @@ namespace box2d
float x2 = (float)luaL_checknumber(L, 9);
float y2 = (float)luaL_checknumber(L, 10);
float ratio = (float)luaL_optnumber(L, 11, 1.0);
bool collideConnected = luax_optboolean(L, 12, true); // PulleyJoints default to colliding connected bodies, see b2PulleyJoint.h
PulleyJoint * j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio);
PulleyJoint * j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio, collideConnected);
luax_newtype(L, "PulleyJoint", PHYSICS_PULLEY_JOINT_T, (void*)j);
return 1;
}
@@ -199,8 +203,9 @@ namespace box2d
Joint * joint1 = luax_checktype<Joint>(L, 1, "Joint", PHYSICS_JOINT_T);
Joint * joint2 = luax_checktype<Joint>(L, 2, "Joint", PHYSICS_JOINT_T);
float ratio = (float)luaL_optnumber(L, 3, 1.0);
bool collideConnected = luax_optboolean(L, 4, false);
GearJoint * j = instance->newGearJoint(joint1, joint2, ratio);
GearJoint * j = instance->newGearJoint(joint1, joint2, ratio, collideConnected);
luax_newtype(L, "GearJoint", PHYSICS_GEAR_JOINT_T, (void*)j);
return 1;
}
@@ -211,7 +216,8 @@ namespace box2d
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
FrictionJoint * j = instance->newFrictionJoint(body1, body2, x, y);
bool collideConnected = luax_optboolean(L, 5, false);
FrictionJoint * j = instance->newFrictionJoint(body1, body2, x, y, collideConnected);
luax_newtype(L, "FrictionJoint", PHYSICS_FRICTION_JOINT_T, (void*)j);
return 1;
}
@@ -222,7 +228,8 @@ namespace box2d
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
WeldJoint * j = instance->newWeldJoint(body1, body2, x, y);
bool collideConnected = luax_optboolean(L, 5, false);
WeldJoint * j = instance->newWeldJoint(body1, body2, x, y, collideConnected);
luax_newtype(L, "WeldJoint", PHYSICS_WELD_JOINT_T, (void*)j);
return 1;
}
@@ -235,7 +242,8 @@ namespace box2d
float y = (float)luaL_checknumber(L, 4);
float ax = (float)luaL_checknumber(L, 5);
float ay = (float)luaL_checknumber(L, 6);
WheelJoint * j = instance->newWheelJoint(body1, body2, x, y, ax, ay);
bool collideConnected = luax_optboolean(L, 7, false);
WheelJoint * j = instance->newWheelJoint(body1, body2, x, y, ax, ay, collideConnected);
luax_newtype(L, "WheelJoint", PHYSICS_WHEEL_JOINT_T, (void*)j);
return 1;
}
@@ -249,7 +257,8 @@ namespace box2d
float x2 = (float)luaL_checknumber(L, 5);
float y2 = (float)luaL_checknumber(L, 6);
float maxLength = (float)luaL_checknumber(L, 7);
RopeJoint * j = instance->newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength);
bool collideConnected = luax_optboolean(L, 8, false);
RopeJoint * j = instance->newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
luax_newtype(L, "RopeJoint", PHYSICS_ROPE_JOINT_T, (void*)j);
return 1;
}