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
+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 }
};