/** * Copyright (c) 2006-2013 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 "wrap_Body.h" #include "wrap_Physics.h" namespace love { namespace physics { namespace box2d { Body *luax_checkbody(lua_State *L, int idx) { Body *b = luax_checktype(L, idx, "Body", PHYSICS_BODY_T); if (b->body == 0) luaL_error(L, "Attempt to use destroyed body."); return b; } int w_Body_getX(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_pushnumber(L, t->getX()); return 1; } int w_Body_getY(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_pushnumber(L, t->getY()); return 1; } int w_Body_getAngle(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_pushnumber(L, t->getAngle()); return 1; } int w_Body_getPosition(lua_State *L) { Body *t = luax_checkbody(L, 1); float x_o, y_o; t->getPosition(x_o, y_o); lua_pushnumber(L, x_o); lua_pushnumber(L, y_o); return 2; } int w_Body_getLinearVelocity(lua_State *L) { Body *t = luax_checkbody(L, 1); float x_o, y_o; t->getLinearVelocity(x_o, y_o); lua_pushnumber(L, x_o); lua_pushnumber(L, y_o); return 2; } int w_Body_getWorldCenter(lua_State *L) { Body *t = luax_checkbody(L, 1); float x_o, y_o; t->getWorldCenter(x_o, y_o); lua_pushnumber(L, x_o); lua_pushnumber(L, y_o); return 2; } int w_Body_getLocalCenter(lua_State *L) { Body *t = luax_checkbody(L, 1); float x_o, y_o; t->getLocalCenter(x_o, y_o); lua_pushnumber(L, x_o); lua_pushnumber(L, y_o); return 2; } int w_Body_getAngularVelocity(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_pushnumber(L, t->getAngularVelocity()); return 1; } int w_Body_getMass(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_pushnumber(L, t->getMass()); return 1; } int w_Body_getInertia(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_pushnumber(L, t->getInertia()); return 1; } int w_Body_getMassData(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_remove(L, 1); return t->getMassData(L); } int w_Body_getAngularDamping(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_pushnumber(L, t->getAngularDamping()); return 1; } int w_Body_getLinearDamping(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_pushnumber(L, t->getLinearDamping()); return 1; } int w_Body_getGravityScale(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_pushnumber(L, t->getGravityScale()); return 1; } int w_Body_getType(lua_State *L) { Body *t = luax_checkbody(L, 1); const char *type = ""; Body::getConstant(t->getType(), type); lua_pushstring(L, type); return 1; } int w_Body_applyLinearImpulse(lua_State *L) { Body *t = luax_checkbody(L, 1); float jx = (float)luaL_checknumber(L, 2); float jy = (float)luaL_checknumber(L, 3); if (lua_gettop(L) == 3) { t->applyLinearImpulse(jx, jy); } else if (lua_gettop(L) == 5) { float rx = (float)luaL_checknumber(L, 4); float ry = (float)luaL_checknumber(L, 5); t->applyLinearImpulse(jx, jy, rx, ry); } else { return luaL_error(L, "Wrong number of parameters."); } return 0; } int w_Body_applyAngularImpulse(lua_State *L) { Body *t = luax_checkbody(L, 1); float i = (float)luaL_checknumber(L, 2); t->applyAngularImpulse(i); return 0; } int w_Body_applyTorque(lua_State *L) { Body *t = luax_checkbody(L, 1); float arg = (float)luaL_checknumber(L, 2); t->applyTorque(arg); return 0; } int w_Body_applyForce(lua_State *L) { Body *t = luax_checkbody(L, 1); float fx = (float)luaL_checknumber(L, 2); float fy = (float)luaL_checknumber(L, 3); if (lua_gettop(L) == 3) { t->applyForce(fx, fy); } else if (lua_gettop(L) == 5) { float rx = (float)luaL_checknumber(L, 4); float ry = (float)luaL_checknumber(L, 5); t->applyForce(fx, fy, rx, ry); } else { return luaL_error(L, "Wrong number of parameters."); } return 0; } int w_Body_setX(lua_State *L) { Body *t = luax_checkbody(L, 1); float arg1 = (float)luaL_checknumber(L, 2); ASSERT_GUARD(t->setX(arg1);) return 0; } int w_Body_setY(lua_State *L) { Body *t = luax_checkbody(L, 1); float arg1 = (float)luaL_checknumber(L, 2); ASSERT_GUARD(t->setY(arg1);) return 0; } int w_Body_setLinearVelocity(lua_State *L) { Body *t = luax_checkbody(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_checknumber(L, 3); t->setLinearVelocity(arg1, arg2); return 0; } int w_Body_setAngle(lua_State *L) { Body *t = luax_checkbody(L, 1); float arg1 = (float)luaL_checknumber(L, 2); ASSERT_GUARD(t->setAngle(arg1);) return 0; } int w_Body_setAngularVelocity(lua_State *L) { Body *t = luax_checkbody(L, 1); float arg1 = (float)luaL_checknumber(L, 2); t->setAngularVelocity(arg1); return 0; } int w_Body_setPosition(lua_State *L) { Body *t = luax_checkbody(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_checknumber(L, 3); ASSERT_GUARD(t->setPosition(arg1, arg2);) return 0; } int w_Body_resetMassData(lua_State *L) { Body *t = luax_checkbody(L, 1); ASSERT_GUARD(t->resetMassData();) return 0; } int w_Body_setMassData(lua_State *L) { Body *t = luax_checkbody(L, 1); float x = (float)luaL_checknumber(L, 2); float y = (float)luaL_checknumber(L, 3); float m = (float)luaL_checknumber(L, 4); float i = (float)luaL_checknumber(L, 5); ASSERT_GUARD(t->setMassData(x, y, m, i);) return 0; } int w_Body_setMass(lua_State *L) { Body *t = luax_checkbody(L, 1); float m = (float)luaL_checknumber(L, 2); ASSERT_GUARD(t->setMass(m);) return 0; } int w_Body_setInertia(lua_State *L) { Body *t = luax_checkbody(L, 1); float i = (float)luaL_checknumber(L, 2); ASSERT_GUARD(t->setInertia(i);) return 0; } int w_Body_setAngularDamping(lua_State *L) { Body *t = luax_checkbody(L, 1); float arg1 = (float)luaL_checknumber(L, 2); t->setAngularDamping(arg1); return 0; } int w_Body_setLinearDamping(lua_State *L) { Body *t = luax_checkbody(L, 1); float arg1 = (float)luaL_checknumber(L, 2); t->setLinearDamping(arg1); return 0; } int w_Body_setGravityScale(lua_State *L) { Body *t = luax_checkbody(L, 1); float arg1 = (float)luaL_checknumber(L, 2); t->setGravityScale(arg1); return 0; } int w_Body_setType(lua_State *L) { Body *t = luax_checkbody(L, 1); const char *typeStr = luaL_checkstring(L, 2); Body::Type type; Body::getConstant(typeStr, type); ASSERT_GUARD(t->setType(type);) return 0; } int w_Body_getWorldPoint(lua_State *L) { Body *t = luax_checkbody(L, 1); float x = (float)luaL_checknumber(L, 2); float y = (float)luaL_checknumber(L, 3); float x_o, y_o; t->getWorldPoint(x, y, x_o, y_o); lua_pushnumber(L, x_o); lua_pushnumber(L, y_o); return 2; } int w_Body_getWorldVector(lua_State *L) { Body *t = luax_checkbody(L, 1); float x = (float)luaL_checknumber(L, 2); float y = (float)luaL_checknumber(L, 3); float x_o, y_o; t->getWorldVector(x, y, x_o, y_o); lua_pushnumber(L, x_o); lua_pushnumber(L, y_o); return 2; } int w_Body_getWorldPoints(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_remove(L, 1); return t->getWorldPoints(L); } int w_Body_getLocalPoint(lua_State *L) { Body *t = luax_checkbody(L, 1); float x = (float)luaL_checknumber(L, 2); float y = (float)luaL_checknumber(L, 3); float x_o, y_o; t->getLocalPoint(x, y, x_o, y_o); lua_pushnumber(L, x_o); lua_pushnumber(L, y_o); return 2; } int w_Body_getLocalVector(lua_State *L) { Body *t = luax_checkbody(L, 1); float x = (float)luaL_checknumber(L, 2); float y = (float)luaL_checknumber(L, 3); float x_o, y_o; t->getLocalVector(x, y, x_o, y_o); lua_pushnumber(L, x_o); lua_pushnumber(L, y_o); return 2; } int w_Body_getLinearVelocityFromWorldPoint(lua_State *L) { Body *t = luax_checkbody(L, 1); float x = (float)luaL_checknumber(L, 2); float y = (float)luaL_checknumber(L, 3); float x_o, y_o; t->getLinearVelocityFromWorldPoint(x, y, x_o, y_o); lua_pushnumber(L, x_o); lua_pushnumber(L, y_o); return 2; } int w_Body_getLinearVelocityFromLocalPoint(lua_State *L) { Body *t = luax_checkbody(L, 1); float x = (float)luaL_checknumber(L, 2); float y = (float)luaL_checknumber(L, 3); float x_o, y_o; t->getLinearVelocityFromLocalPoint(x, y, x_o, y_o); lua_pushnumber(L, x_o); lua_pushnumber(L, y_o); return 2; } int w_Body_isBullet(lua_State *L) { Body *t = luax_checkbody(L, 1); luax_pushboolean(L, t->isBullet()); return 1; } int w_Body_setBullet(lua_State *L) { Body *t = luax_checkbody(L, 1); bool b = luax_toboolean(L, 2); t->setBullet(b); return 0; } int w_Body_isActive(lua_State *L) { Body *t = luax_checkbody(L, 1); luax_pushboolean(L, t->isActive()); return 1; } int w_Body_isAwake(lua_State *L) { Body *t = luax_checkbody(L, 1); luax_pushboolean(L, t->isAwake()); return 1; } int w_Body_setSleepingAllowed(lua_State *L) { Body *t = luax_checkbody(L, 1); bool b = luax_toboolean(L, 2); t->setSleepingAllowed(b); return 0; } int w_Body_isSleepingAllowed(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_pushboolean(L, t->isSleepingAllowed()); return 1; } int w_Body_setActive(lua_State *L) { Body *t = luax_checkbody(L, 1); bool b = luax_toboolean(L, 2); ASSERT_GUARD(t->setActive(b);) return 0; } int w_Body_setAwake(lua_State *L) { Body *t = luax_checkbody(L, 1); bool b = luax_toboolean(L, 2); t->setAwake(b); return 0; } int w_Body_setFixedRotation(lua_State *L) { Body *t = luax_checkbody(L, 1); bool b = luax_toboolean(L, 2); ASSERT_GUARD(t->setFixedRotation(b);) return 0; } int w_Body_isFixedRotation(lua_State *L) { Body *t = luax_checkbody(L, 1); bool b = t->isFixedRotation(); luax_pushboolean(L, b); return 1; } int w_Body_getFixtureList(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_remove(L, 1); int n = 0; ASSERT_GUARD(n = t->getFixtureList(L);) return n; } int w_Body_destroy(lua_State *L) { Body *t = luax_checkbody(L, 1); try { t->destroy(); } catch(love::Exception &e) { luaL_error(L, "%s", e.what()); } return 0; } static const luaL_Reg functions[] = { { "getX", w_Body_getX }, { "getY", w_Body_getY }, { "getAngle", w_Body_getAngle }, { "getPosition", w_Body_getPosition }, { "getLinearVelocity", w_Body_getLinearVelocity }, { "getWorldCenter", w_Body_getWorldCenter }, { "getLocalCenter", w_Body_getLocalCenter }, { "getAngularVelocity", w_Body_getAngularVelocity }, { "getMass", w_Body_getMass }, { "getInertia", w_Body_getInertia }, { "getMassData", w_Body_getMassData }, { "getAngularDamping", w_Body_getAngularDamping }, { "getLinearDamping", w_Body_getLinearDamping }, { "getGravityScale", w_Body_getGravityScale }, { "getType", w_Body_getType }, { "applyLinearImpulse", w_Body_applyLinearImpulse }, { "applyAngularImpulse", w_Body_applyAngularImpulse }, { "applyTorque", w_Body_applyTorque }, { "applyForce", w_Body_applyForce }, { "setX", w_Body_setX }, { "setY", w_Body_setY }, { "setLinearVelocity", w_Body_setLinearVelocity }, { "setAngle", w_Body_setAngle }, { "setAngularVelocity", w_Body_setAngularVelocity }, { "setPosition", w_Body_setPosition }, { "resetMassData", w_Body_resetMassData }, { "setMassData", w_Body_setMassData }, { "setMass", w_Body_setMass }, { "setInertia", w_Body_setInertia }, { "setAngularDamping", w_Body_setAngularDamping }, { "setLinearDamping", w_Body_setLinearDamping }, { "setGravityScale", w_Body_setGravityScale }, { "setType", w_Body_setType }, { "getWorldPoint", w_Body_getWorldPoint }, { "getWorldVector", w_Body_getWorldVector }, { "getWorldPoints", w_Body_getWorldPoints }, { "getLocalPoint", w_Body_getLocalPoint }, { "getLocalVector", w_Body_getLocalVector }, { "getLinearVelocityFromWorldPoint", w_Body_getLinearVelocityFromWorldPoint }, { "getLinearVelocityFromLocalPoint", w_Body_getLinearVelocityFromLocalPoint }, { "isBullet", w_Body_isBullet }, { "setBullet", w_Body_setBullet }, { "isActive", w_Body_isActive }, { "isAwake", w_Body_isAwake }, { "setSleepingAllowed", w_Body_setSleepingAllowed }, { "isSleepingAllowed", w_Body_isSleepingAllowed }, { "setActive", w_Body_setActive }, { "setAwake", w_Body_setAwake }, { "setFixedRotation", w_Body_setFixedRotation }, { "isFixedRotation", w_Body_isFixedRotation }, { "getFixtureList", w_Body_getFixtureList }, { "destroy", w_Body_destroy }, { 0, 0 } }; extern "C" int luaopen_body(lua_State *L) { return luax_register_type(L, "Body", functions); } } // box2d } // physics } // love