/** * Copyright (c) 2006-2016 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #include "ChainShape.h" // Module #include "Body.h" #include "World.h" #include "Physics.h" #include "common/Memoizer.h" namespace love { namespace physics { namespace box2d { ChainShape::ChainShape(b2ChainShape *c, bool loop, bool own) : Shape(c, own), loop(loop) { } ChainShape::~ChainShape() { } void ChainShape::setNextVertex(float x, float y) { if (loop) { throw love::Exception("Physics error: Can't call setNextVertex on a loop ChainShape"); return; } b2Vec2 v(x, y); b2ChainShape *c = (b2ChainShape *)shape; c->SetNextVertex(Physics::scaleDown(v)); } void ChainShape::setPreviousVertex(float x, float y) { if (loop) { throw love::Exception("Physics error: Can't call setPreviousVertex on a loop ChainShape"); return; } b2Vec2 v(x, y); b2ChainShape *c = (b2ChainShape *)shape; c->SetPrevVertex(Physics::scaleDown(v)); } bool ChainShape::hasNextVertex() const { b2ChainShape *c = (b2ChainShape *)shape; return c->m_hasNextVertex; } bool ChainShape::hasPreviousVertex() const { b2ChainShape *c = (b2ChainShape *)shape; return c->m_hasPrevVertex; } b2Vec2 ChainShape::getNextVertex() const { b2ChainShape *c = (b2ChainShape *)shape; const b2Vec2 &v = c->m_nextVertex; return Physics::scaleUp(v); } b2Vec2 ChainShape::getPreviousVertex() const { b2ChainShape *c = (b2ChainShape *)shape; const b2Vec2 &v = c->m_prevVertex; return Physics::scaleUp(v); } EdgeShape *ChainShape::getChildEdge(int index) const { b2ChainShape *c = (b2ChainShape *)shape; b2EdgeShape *e = new b2EdgeShape; try { c->GetChildEdge(e, index); } catch (love::Exception &) { delete e; throw; } return new EdgeShape(e, true); } int ChainShape::getVertexCount() const { b2ChainShape *c = (b2ChainShape *)shape; return c->m_count; } 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); } const b2Vec2 *ChainShape::getPoints() const { b2ChainShape *c = (b2ChainShape *)shape; return c->m_vertices; } } // box2d } // physics } // love