Merge default into minor

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2016-08-29 22:41:24 -03:00
23 changed files with 232 additions and 68 deletions
@@ -218,6 +218,11 @@ FileData *luax_getfiledata(lua_State *L, int idx)
return data;
}
bool luax_cangetfiledata(lua_State *L, int idx)
{
return lua_isstring(L, idx) || luax_istype(L, idx, FILESYSTEM_FILE_ID) || luax_istype(L, idx, FILESYSTEM_FILE_DATA_ID);
}
int w_newFileData(lua_State *L)
{
// Single argument: treat as filepath or File.
+1
View File
@@ -39,6 +39,7 @@ namespace filesystem
* May trigger a Lua error.
**/
FileData *luax_getfiledata(lua_State *L, int idx);
bool luax_cangetfiledata(lua_State *L, int idx);
File *luax_getfile(lua_State *L, int idx);
bool hack_setupWriteDirectory();
+8 -6
View File
@@ -501,13 +501,15 @@ void Canvas::startGrab()
gl.setFramebufferSRGB(false);
}
if (attachedCanvases.size() == 0)
return;
if (attachedCanvases.size() > 0)
{
// Make sure the FBO is only using a single draw buffer.
// GLES3 only has glDrawBuffers, so we avoid using glDrawBuffer.
const GLenum buffers[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, buffers);
// Make sure the FBO is only using a single draw buffer.
glDrawBuffer(GL_COLOR_ATTACHMENT0);
attachedCanvases.clear();
attachedCanvases.clear();
}
}
void Canvas::stopGrab(bool switchingToOtherCanvas)
@@ -352,13 +352,17 @@ function love.graphics.newVideo(file, loadaudio)
local video = love.graphics._newVideo(file)
local source, success
if loadaudio ~= false then
if loadaudio ~= false and love.audio then
success, source = pcall(love.audio.newSource, video:getStream():getFilename(), "stream")
end
if success then
video:setSource(source)
elseif loadaudio == true then
error("Video had no audio track", 2)
if love.audio then
error("Video had no audio track", 2)
else
error("love.audio was not loaded", 2)
end
else
video:getStream():setSync()
end
+16 -11
View File
@@ -77,19 +77,24 @@ int w_newImageData(lua_State *L)
t->release();
return 1;
}
else if (filesystem::luax_cangetfiledata(L, 1)) // Case 2: File(Data).
{
filesystem::FileData *data = love::filesystem::luax_getfiledata(L, 1);
// Case 2: File(Data).
love::filesystem::FileData *data = love::filesystem::luax_getfiledata(L, 1);
ImageData *t = nullptr;
luax_catchexcept(L,
[&]() { t = instance()->newImageData(data); },
[&](bool) { data->release(); }
);
ImageData *t = nullptr;
luax_catchexcept(L,
[&]() { t = instance()->newImageData(data); },
[&](bool) { data->release(); }
);
luax_pushtype(L, IMAGE_IMAGE_DATA_ID, t);
t->release();
return 1;
luax_pushtype(L, IMAGE_IMAGE_DATA_ID, t);
t->release();
return 1;
}
else
{
return luax_typerror(L, 1, "value");
}
}
int w_newCompressedData(lua_State *L)
+16 -19
View File
@@ -32,8 +32,7 @@
#include <iostream>
using std::list;
using std::vector;
using love::Vertex;
using love::Vector;
namespace
{
@@ -117,14 +116,14 @@ love::uint8 *hexToBytes(const char *src, size_t srclen, size_t &dstlen)
}
// check if an angle is oriented counter clockwise
inline bool is_oriented_ccw(const Vertex &a, const Vertex &b, const Vertex &c)
inline bool is_oriented_ccw(const Vector &a, const Vector &b, const Vector &c)
{
// return det(b-a, c-a) >= 0
return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) >= 0;
}
// check if a and b are on the same side of the line c->d
bool on_same_side(const Vertex &a, const Vertex &b, const Vertex &c, const Vertex &d)
bool on_same_side(const Vector &a, const Vector &b, const Vector &c, const Vector &d)
{
float px = d.x - c.x, py = d.y - c.y;
// return det(p, a-c) * det(p, b-c) >= 0
@@ -134,18 +133,16 @@ bool on_same_side(const Vertex &a, const Vertex &b, const Vertex &c, const Verte
}
// checks is p is contained in the triangle abc
inline bool point_in_triangle(const Vertex &p, const Vertex &a, const Vertex &b, const Vertex &c)
inline bool point_in_triangle(const Vector &p, const Vector &a, const Vector &b, const Vector &c)
{
return on_same_side(p,a, b,c) && on_same_side(p,b, a,c) && on_same_side(p,c, a,b);
}
// checks if any vertex in `vertices' is in the triangle abc.
bool any_point_in_triangle(const list<const Vertex *> &vertices, const Vertex &a, const Vertex &b, const Vertex &c)
bool any_point_in_triangle(const std::list<const Vector *> &vertices, const Vector &a, const Vector &b, const Vector &c)
{
list<const Vertex *>::const_iterator it, end = vertices.end();
for (it = vertices.begin(); it != end; ++it)
for (const Vector *p : vertices)
{
const Vertex *p = *it;
if ((p != &a) && (p != &b) && (p != &c) && point_in_triangle(*p, a,b,c)) // oh god...
return true;
}
@@ -153,7 +150,7 @@ bool any_point_in_triangle(const list<const Vertex *> &vertices, const Vertex &a
return false;
}
inline bool is_ear(const Vertex &a, const Vertex &b, const Vertex &c, const list<const Vertex *> &vertices)
inline bool is_ear(const Vector &a, const Vector &b, const Vector &c, const std::list<const Vector *> &vertices)
{
return is_oriented_ccw(a,b,c) && !any_point_in_triangle(vertices, a,b,c);
}
@@ -165,20 +162,20 @@ namespace love
namespace math
{
vector<Triangle> triangulate(const vector<Vertex> &polygon)
std::vector<Triangle> triangulate(const std::vector<love::Vector> &polygon)
{
if (polygon.size() < 3)
throw love::Exception("Not a polygon");
else if (polygon.size() == 3)
return vector<Triangle>(1, Triangle(polygon[0], polygon[1], polygon[2]));
return std::vector<Triangle>(1, Triangle(polygon[0], polygon[1], polygon[2]));
// collect list of connections and record leftmost item to check if the polygon
// has the expected winding
vector<size_t> next_idx(polygon.size()), prev_idx(polygon.size());
std::vector<size_t> next_idx(polygon.size()), prev_idx(polygon.size());
size_t idx_lm = 0;
for (size_t i = 0; i < polygon.size(); ++i)
{
const Vertex &lm = polygon[idx_lm], &p = polygon[i];
const love::Vector &lm = polygon[idx_lm], &p = polygon[i];
if (p.x < lm.x || (p.x == lm.x && p.y < lm.y))
idx_lm = i;
next_idx[i] = i+1;
@@ -192,7 +189,7 @@ vector<Triangle> triangulate(const vector<Vertex> &polygon)
next_idx.swap(prev_idx);
// collect list of concave polygons
list<const Vertex *> concave_vertices;
std::list<const love::Vector *> concave_vertices;
for (size_t i = 0; i < polygon.size(); ++i)
{
if (!is_oriented_ccw(polygon[prev_idx[i]], polygon[i], polygon[next_idx[i]]))
@@ -200,14 +197,14 @@ vector<Triangle> triangulate(const vector<Vertex> &polygon)
}
// triangulation according to kong
vector<Triangle> triangles;
std::vector<Triangle> triangles;
size_t n_vertices = polygon.size();
size_t current = 1, skipped = 0, next, prev;
while (n_vertices > 3)
{
next = next_idx[current];
prev = prev_idx[current];
const Vertex &a = polygon[prev], &b = polygon[current], &c = polygon[next];
const Vector &a = polygon[prev], &b = polygon[current], &c = polygon[next];
if (is_ear(a,b,c, concave_vertices))
{
triangles.push_back(Triangle(a,b,c));
@@ -230,7 +227,7 @@ vector<Triangle> triangulate(const vector<Vertex> &polygon)
return triangles;
}
bool isConvex(const std::vector<Vertex> &polygon)
bool isConvex(const std::vector<love::Vector> &polygon)
{
if (polygon.size() < 3)
return false;
@@ -372,7 +369,7 @@ RandomGenerator *Math::newRandomGenerator()
return new RandomGenerator();
}
BezierCurve *Math::newBezierCurve(const vector<Vector> &points)
BezierCurve *Math::newBezierCurve(const std::vector<Vector> &points)
{
return new BezierCurve(points);
}
+10 -2
View File
@@ -46,6 +46,14 @@ namespace math
class BezierCurve;
struct Triangle
{
Triangle(const Vector &x, const Vector &y, const Vector &z)
: a(x), b(y), c(z)
{}
Vector a, b, c;
};
enum EncodeFormat
{
ENCODE_BASE64,
@@ -59,7 +67,7 @@ enum EncodeFormat
* @param polygon Polygon to triangulate. Must not intersect itself.
* @return List of triangles the polygon is composed of.
**/
std::vector<Triangle> triangulate(const std::vector<Vertex> &polygon);
std::vector<Triangle> triangulate(const std::vector<love::Vector> &polygon);
/**
* Checks whether a polygon is convex.
@@ -67,7 +75,7 @@ std::vector<Triangle> triangulate(const std::vector<Vertex> &polygon);
* @param polygon Polygon to test.
* @return True if the polygon is convex, false otherwise.
**/
bool isConvex(const std::vector<Vertex> &polygon);
bool isConvex(const std::vector<love::Vector> &polygon);
/**
* Converts a value from the sRGB (gamma) colorspace to linear RGB.
+6 -6
View File
@@ -120,7 +120,7 @@ int w_newBezierCurve(lua_State *L)
int w_triangulate(lua_State *L)
{
std::vector<Vertex> vertices;
std::vector<love::Vector> vertices;
if (lua_istable(L, 1))
{
int top = (int) luax_objlen(L, 1);
@@ -130,7 +130,7 @@ int w_triangulate(lua_State *L)
lua_rawgeti(L, 1, i);
lua_rawgeti(L, 1, i+1);
Vertex v;
Vector v;
v.x = (float) luaL_checknumber(L, -2);
v.y = (float) luaL_checknumber(L, -1);
vertices.push_back(v);
@@ -144,7 +144,7 @@ int w_triangulate(lua_State *L)
vertices.reserve(top / 2);
for (int i = 1; i <= top; i += 2)
{
Vertex v;
Vector v;
v.x = (float) luaL_checknumber(L, i);
v.y = (float) luaL_checknumber(L, i+1);
vertices.push_back(v);
@@ -190,7 +190,7 @@ int w_triangulate(lua_State *L)
int w_isConvex(lua_State *L)
{
std::vector<Vertex> vertices;
std::vector<love::Vector> vertices;
if (lua_istable(L, 1))
{
int top = (int) luax_objlen(L, 1);
@@ -200,7 +200,7 @@ int w_isConvex(lua_State *L)
lua_rawgeti(L, 1, i);
lua_rawgeti(L, 1, i+1);
Vertex v;
love::Vector v;
v.x = (float) luaL_checknumber(L, -2);
v.y = (float) luaL_checknumber(L, -1);
vertices.push_back(v);
@@ -214,7 +214,7 @@ int w_isConvex(lua_State *L)
vertices.reserve(top / 2);
for (int i = 1; i <= top; i += 2)
{
Vertex v;
love::Vector v;
v.x = (float) luaL_checknumber(L, i);
v.y = (float) luaL_checknumber(L, i+1);
vertices.push_back(v);
+15
View File
@@ -228,11 +228,21 @@ RevoluteJoint *Physics::newRevoluteJoint(Body *body1, Body *body2, float xA, flo
return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected);
}
RevoluteJoint *Physics::newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
{
return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle);
}
PrismaticJoint *Physics::newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
{
return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
}
PrismaticJoint *Physics::newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle)
{
return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected, referenceAngle);
}
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, collideConnected);
@@ -253,6 +263,11 @@ WeldJoint *Physics::newWeldJoint(Body *body1, Body *body2, float xA, float yA, f
return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);
}
WeldJoint *Physics::newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
{
return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle);
}
WheelJoint *Physics::newWheelJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
{
return new WheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
+9
View File
@@ -176,9 +176,12 @@ public:
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
* @param referenceAngle The reference angle.
**/
RevoluteJoint *newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
RevoluteJoint *newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle);
/**
* Creates a new PrismaticJoint connecting body1 with body2.
* @param xA World-anchor for body1 along the x-axis.
@@ -188,9 +191,12 @@ public:
* @param ax The x-component of the world-axis.
* @param ay The y-component of the world-axis.
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
* @param referenceAngle The reference angle.
**/
PrismaticJoint *newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
PrismaticJoint *newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle);
/**
* Creates a new PulleyJoint connecting body1 with body2.
* @param groundAnchor1 World ground-anchor for body1.
@@ -228,9 +234,12 @@ public:
* @param xB Anchor for body 2 along the x-axis. (World coordinates)
* @param yB Anchor for body 2 along the y-axis. (World coordinates)
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
* @param referenceAngle The reference angle.
**/
WeldJoint *newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
WeldJoint *newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle);
/**
* Creates a new WheelJoint connecting body1 with body2.
* @param xA Anchor for body 1 along the x-axis. (World coordinates)
+24 -5
View File
@@ -37,18 +37,32 @@ PrismaticJoint::PrismaticJoint(Body *body1, Body *body2, float xA, float yA, flo
, joint(NULL)
{
b2PrismaticJointDef def;
init(def, body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
joint = (b2PrismaticJoint *)createJoint(&def);
}
PrismaticJoint::PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle)
: Joint(body1, body2)
, joint(NULL)
{
b2PrismaticJointDef def;
init(def, body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
def.referenceAngle = referenceAngle;
joint = (b2PrismaticJoint *)createJoint(&def);
}
PrismaticJoint::~PrismaticJoint()
{
}
void PrismaticJoint::init(b2PrismaticJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
{
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)), b2Vec2(ax,ay));
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.lowerTranslation = 0.0f;
def.upperTranslation = 100.0f;
def.enableLimit = true;
def.collideConnected = collideConnected;
joint = (b2PrismaticJoint *)createJoint(&def);
}
PrismaticJoint::~PrismaticJoint()
{
}
float PrismaticJoint::getJointTranslation() const
@@ -147,6 +161,11 @@ int PrismaticJoint::getAxis(lua_State *L)
return 2;
}
float PrismaticJoint::getReferenceAngle() const
{
return joint->GetReferenceAngle();
}
} // box2d
} // physics
} // love
@@ -44,6 +44,8 @@ public:
**/
PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
PrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle);
virtual ~PrismaticJoint();
/**
@@ -141,10 +143,17 @@ public:
**/
int getAxis(lua_State *L);
/**
* Gets the reference angle.
**/
float getReferenceAngle() const;
private:
// The Box2D prismatic joint object.
b2PrismaticJoint *joint;
void init(b2PrismaticJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected);
};
} // box2d
+23 -3
View File
@@ -39,9 +39,17 @@ RevoluteJoint::RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float
, joint(NULL)
{
b2RevoluteJointDef def;
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.collideConnected = collideConnected;
init(def, body1, body2, xA, yA, xB, yB, collideConnected);
joint = (b2RevoluteJoint *)createJoint(&def);
}
RevoluteJoint::RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
: Joint(body1, body2)
, joint(NULL)
{
b2RevoluteJointDef def;
init(def, body1, body2, xA, yA, xB, yB, collideConnected);
def.referenceAngle = referenceAngle;
joint = (b2RevoluteJoint *)createJoint(&def);
}
@@ -49,6 +57,13 @@ RevoluteJoint::~RevoluteJoint()
{
}
void RevoluteJoint::init(b2RevoluteJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
{
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.collideConnected = collideConnected;
}
float RevoluteJoint::getJointAngle() const
{
return joint->GetJointAngle();
@@ -136,6 +151,11 @@ int RevoluteJoint::getLimits(lua_State *L)
return 2;
}
float RevoluteJoint::getReferenceAngle() const
{
return joint->GetReferenceAngle();
}
} // box2d
} // physics
} // love
@@ -44,6 +44,8 @@ public:
**/
RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
RevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle);
virtual ~RevoluteJoint();
/**
@@ -134,10 +136,17 @@ public:
**/
int getLimits(lua_State *L);
/**
* Gets the reference angle.
**/
float getReferenceAngle() const;
private:
// The Box2D revolute joint object.
b2RevoluteJoint *joint;
void init(b2RevoluteJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
};
} // box2d
+23 -3
View File
@@ -39,9 +39,17 @@ WeldJoint::WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, flo
, joint(NULL)
{
b2WeldJointDef def;
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.collideConnected = collideConnected;
init(def, body1, body2, xA, yA, xB, yB, collideConnected);
joint = (b2WeldJoint *)createJoint(&def);
}
WeldJoint::WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
: Joint(body1, body2)
, joint(NULL)
{
b2WeldJointDef def;
init(def, body1, body2, xA, yA, xB, yB, collideConnected);
def.referenceAngle = referenceAngle;
joint = (b2WeldJoint *)createJoint(&def);
}
@@ -49,6 +57,13 @@ WeldJoint::~WeldJoint()
{
}
void WeldJoint::init(b2WeldJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
{
def.Initialize(body1->body, body2->body, Physics::scaleDown(b2Vec2(xA,yA)));
def.localAnchorB = body2->body->GetLocalPoint(Physics::scaleDown(b2Vec2(xB, yB)));
def.collideConnected = collideConnected;
}
void WeldJoint::setFrequency(float hz)
{
joint->SetFrequency(hz);
@@ -69,6 +84,11 @@ float WeldJoint::getDampingRatio() const
return joint->GetDampingRatio();
}
float WeldJoint::getReferenceAngle() const
{
return joint->GetReferenceAngle();
}
} // box2d
} // physics
} // love
+9
View File
@@ -43,6 +43,8 @@ public:
**/
WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
WeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle);
virtual ~WeldJoint();
/**
@@ -67,10 +69,17 @@ public:
**/
float getDampingRatio() const;
/**
* Gets the reference angle.
**/
float getReferenceAngle() const;
private:
// The Box2D weld joint object.
b2WeldJoint *joint;
void init(b2WeldJointDef &def, Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected);
};
} // box2d
+9 -3
View File
@@ -219,11 +219,13 @@ int w_newRevoluteJoint(lua_State *L)
float yA = (float)luaL_checknumber(L, 4);
float xB, yB;
bool collideConnected;
float referenceAngle = 0.0f;
if (lua_gettop(L) >= 6)
{
xB = (float)luaL_checknumber(L, 5);
yB = (float)luaL_checknumber(L, 6);
collideConnected = luax_optboolean(L, 7, false);
referenceAngle = (float)luaL_optnumber(L, 8, referenceAngle);
}
else
{
@@ -233,7 +235,7 @@ int w_newRevoluteJoint(lua_State *L)
}
RevoluteJoint *j;
luax_catchexcept(L, [&]() {
j = instance()->newRevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected);
j = instance()->newRevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle);
});
luax_pushtype(L, PHYSICS_REVOLUTE_JOINT_ID, j);
j->release();
@@ -248,6 +250,7 @@ int w_newPrismaticJoint(lua_State *L)
float yA = (float)luaL_checknumber(L, 4);
float xB, yB, ax, ay;
bool collideConnected;
float referenceAngle = 0.0f;
if (lua_gettop(L) >= 8)
{
xB = (float)luaL_checknumber(L, 5);
@@ -255,6 +258,7 @@ int w_newPrismaticJoint(lua_State *L)
ax = (float)luaL_checknumber(L, 7);
ay = (float)luaL_checknumber(L, 8);
collideConnected = luax_optboolean(L, 9, false);
referenceAngle = (float)luaL_optnumber(L, 10, referenceAngle);
}
else
{
@@ -266,7 +270,7 @@ int w_newPrismaticJoint(lua_State *L)
}
PrismaticJoint *j;
luax_catchexcept(L, [&]() {
j = instance()->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
j = instance()->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected, referenceAngle);
});
luax_pushtype(L, PHYSICS_PRISMATIC_JOINT_ID, j);
j->release();
@@ -350,11 +354,13 @@ int w_newWeldJoint(lua_State *L)
float yA = (float)luaL_checknumber(L, 4);
float xB, yB;
bool collideConnected;
float referenceAngle = 0.0f;
if (lua_gettop(L) >= 6)
{
xB = (float)luaL_checknumber(L, 5);
yB = (float)luaL_checknumber(L, 6);
collideConnected = luax_optboolean(L, 7, false);
referenceAngle = (float)luaL_optnumber(L, 8, referenceAngle);
}
else
{
@@ -364,7 +370,7 @@ int w_newWeldJoint(lua_State *L)
}
WeldJoint *j;
luax_catchexcept(L, [&]() {
j = instance()->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);
j = instance()->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle);
});
luax_pushtype(L, PHYSICS_WELD_JOINT_ID, j);
j->release();
@@ -171,6 +171,13 @@ int w_PrismaticJoint_getAxis(lua_State *L)
return t->getAxis(L);
}
int w_PrismaticJoint_getReferenceAngle(lua_State *L)
{
PrismaticJoint *t = luax_checkprismaticjoint(L, 1);
lua_pushnumber(L, t->getReferenceAngle());
return 1;
}
static const luaL_Reg w_PrismaticJoint_functions[] =
{
{ "getJointTranslation", w_PrismaticJoint_getJointTranslation },
@@ -191,6 +198,7 @@ static const luaL_Reg w_PrismaticJoint_functions[] =
{ "getUpperLimit", w_PrismaticJoint_getUpperLimit },
{ "getLimits", w_PrismaticJoint_getLimits },
{ "getAxis", w_PrismaticJoint_getAxis },
{ "getReferenceAngle", w_PrismaticJoint_getReferenceAngle },
{ 0, 0 }
};
@@ -164,6 +164,13 @@ int w_RevoluteJoint_getLimits(lua_State *L)
return t->getLimits(L);
}
int w_RevoluteJoint_getReferenceAngle(lua_State *L)
{
RevoluteJoint *t = luax_checkrevolutejoint(L, 1);
lua_pushnumber(L, t->getReferenceAngle());
return 1;
}
static const luaL_Reg w_RevoluteJoint_functions[] =
{
{ "getJointAngle", w_RevoluteJoint_getJointAngle },
@@ -183,6 +190,7 @@ static const luaL_Reg w_RevoluteJoint_functions[] =
{ "getLowerLimit", w_RevoluteJoint_getLowerLimit },
{ "getUpperLimit", w_RevoluteJoint_getUpperLimit },
{ "getLimits", w_RevoluteJoint_getLimits },
{ "getReferenceAngle", w_RevoluteJoint_getReferenceAngle },
{ 0, 0 }
};
@@ -65,12 +65,20 @@ int w_WeldJoint_getDampingRatio(lua_State *L)
return 1;
}
int w_WeldJoint_getReferenceAngle(lua_State *L)
{
WeldJoint *t = luax_checkweldjoint(L, 1);
lua_pushnumber(L, t->getReferenceAngle());
return 1;
}
static const luaL_Reg w_WeldJoint_functions[] =
{
{ "setFrequency", w_WeldJoint_setFrequency },
{ "getFrequency", w_WeldJoint_getFrequency },
{ "setDampingRatio", w_WeldJoint_setDampingRatio },
{ "getDampingRatio", w_WeldJoint_getDampingRatio },
{ "getReferenceAngle", w_WeldJoint_getReferenceAngle },
{ 0, 0 }
};