/** * Copyright (c) 2006-2021 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 "Physics.h" // LOVE #include "common/math.h" #include "wrap_Body.h" namespace love { namespace physics { namespace box2d { // TODO: Make this not static. float Physics::meter = Physics::DEFAULT_METER; Physics::Physics() { meter = DEFAULT_METER; } Physics::~Physics() { } const char *Physics::getName() const { return "love.physics.box2d"; } World *Physics::newWorld(float gx, float gy, bool sleep) { return new World(b2Vec2(gx, gy), sleep); } Body *Physics::newBody(World *world, float x, float y, Body::Type type) { return new Body(world, b2Vec2(x, y), type); } Body *Physics::newBody(World *world, Body::Type type) { return new Body(world, b2Vec2(0, 0), type); } CircleShape *Physics::newCircleShape(float radius) { return newCircleShape(0, 0, radius); } CircleShape *Physics::newCircleShape(float x, float y, float radius) { b2CircleShape *s = new b2CircleShape(); s->m_p = Physics::scaleDown(b2Vec2(x, y)); s->m_radius = Physics::scaleDown(radius); return new CircleShape(s); } PolygonShape *Physics::newRectangleShape(float w, float h) { return newRectangleShape(0, 0, w, h, 0); } PolygonShape *Physics::newRectangleShape(float x, float y, float w, float h) { return newRectangleShape(x, y, w, h, 0); } PolygonShape *Physics::newRectangleShape(float x, float y, float w, float h, float angle) { b2PolygonShape *s = new b2PolygonShape(); s->SetAsBox(Physics::scaleDown(w/2.0f), Physics::scaleDown(h/2.0f), Physics::scaleDown(b2Vec2(x, y)), angle); return new PolygonShape(s); } EdgeShape *Physics::newEdgeShape(float x1, float y1, float x2, float y2, bool oneSided) { b2EdgeShape *s = new b2EdgeShape(); if (oneSided) { b2Vec2 v1 = Physics::scaleDown(b2Vec2(x1, y1)); b2Vec2 v2 = Physics::scaleDown(b2Vec2(x2, y2)); s->SetOneSided(v1, v1, v2, v2); } else { s->SetTwoSided(Physics::scaleDown(b2Vec2(x1, y1)), Physics::scaleDown(b2Vec2(x2, y2))); } return new EdgeShape(s); } int Physics::newPolygonShape(lua_State *L) { int argc = lua_gettop(L); bool istable = lua_istable(L, 1); if (istable) argc = (int) luax_objlen(L, 1); if (argc % 2 != 0) return luaL_error(L, "Number of vertex components must be a multiple of two."); // 3 to 8 (b2_maxPolygonVertices) vertices int vcount = argc / 2; if (vcount < 3) return luaL_error(L, "Expected a minimum of 3 vertices, got %d.", vcount); else if (vcount > b2_maxPolygonVertices) return luaL_error(L, "Expected a maximum of %d vertices, got %d.", b2_maxPolygonVertices, vcount); b2Vec2 vecs[b2_maxPolygonVertices]; if (istable) { for (int i = 0; i < vcount; i++) { lua_rawgeti(L, 1, 1 + i * 2); lua_rawgeti(L, 1, 2 + i * 2); float x = (float)luaL_checknumber(L, -2); float y = (float)luaL_checknumber(L, -1); vecs[i] = Physics::scaleDown(b2Vec2(x, y)); lua_pop(L, 2); } } else { for (int i = 0; i < vcount; i++) { float x = (float)luaL_checknumber(L, 1 + i * 2); float y = (float)luaL_checknumber(L, 2 + i * 2); vecs[i] = Physics::scaleDown(b2Vec2(x, y)); } } b2PolygonShape *s = new b2PolygonShape(); try { s->Set(vecs, vcount); } catch (love::Exception &) { delete s; throw; } PolygonShape *p = new PolygonShape(s); luax_pushtype(L, p); p->release(); return 1; } int Physics::newChainShape(lua_State *L) { int argc = lua_gettop(L)-1; // first argument is looping bool istable = lua_istable(L, 2); if (istable) argc = (int) luax_objlen(L, 2); if (argc == 0 || argc % 2 != 0) return luaL_error(L, "Number of vertex components must be a multiple of two."); int vcount = argc/2; bool loop = luax_checkboolean(L, 1); b2Vec2 *vecs = new b2Vec2[vcount]; if (istable) { for (int i = 0; i < vcount; i++) { lua_rawgeti(L, 2, 1 + i * 2); lua_rawgeti(L, 2, 2 + i * 2); float x = (float)lua_tonumber(L, -2); float y = (float)lua_tonumber(L, -1); vecs[i] = Physics::scaleDown(b2Vec2(x, y)); lua_pop(L, 2); } } else { for (int i = 0; i < vcount; i++) { float x = (float)luaL_checknumber(L, 2 + i * 2); float y = (float)luaL_checknumber(L, 3 + i * 2); vecs[i] = Physics::scaleDown(b2Vec2(x, y)); } } b2ChainShape *s = new b2ChainShape(); try { if (loop) s->CreateLoop(vecs, vcount); else s->CreateChain(vecs, vcount, vecs[0], vecs[vcount-1]); } catch (love::Exception &) { delete[] vecs; delete s; throw; } delete[] vecs; ChainShape *c = new ChainShape(s); luax_pushtype(L, c); c->release(); return 1; } 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, collideConnected); } MouseJoint *Physics::newMouseJoint(Body *body, float x, float y) { return new MouseJoint(body, x, y); } RevoluteJoint *Physics::newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected) { 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); } GearJoint *Physics::newGearJoint(Joint *joint1, Joint *joint2, float ratio, bool collideConnected) { return new GearJoint(joint1, joint2, ratio, collideConnected); } FrictionJoint *Physics::newFrictionJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected) { return new FrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected); } WeldJoint *Physics::newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected) { 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); } 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, collideConnected); } MotorJoint *Physics::newMotorJoint(Body *body1, Body *body2) { return new MotorJoint(body1, body2); } MotorJoint *Physics::newMotorJoint(Body *body1, Body *body2, float correctionFactor, bool collideConnected) { return new MotorJoint(body1, body2, correctionFactor, collideConnected); } Fixture *Physics::newFixture(Body *body, Shape *shape, float density) { return new Fixture(body, shape, density); } int Physics::getDistance(lua_State *L) { Fixture *fixtureA = luax_checktype(L, 1); Fixture *fixtureB = luax_checktype(L, 2); b2DistanceProxy pA, pB; b2DistanceInput i; b2DistanceOutput o; b2SimplexCache c; c.count = 0; luax_catchexcept(L, [&]() { pA.Set(fixtureA->fixture->GetShape(), 0); pB.Set(fixtureB->fixture->GetShape(), 0); i.proxyA = pA; i.proxyB = pB; i.transformA = fixtureA->fixture->GetBody()->GetTransform(); i.transformB = fixtureB->fixture->GetBody()->GetTransform(); i.useRadii = true; b2Distance(&o, &c, &i); }); lua_pushnumber(L, Physics::scaleUp(o.distance)); lua_pushnumber(L, Physics::scaleUp(o.pointA.x)); lua_pushnumber(L, Physics::scaleUp(o.pointA.y)); lua_pushnumber(L, Physics::scaleUp(o.pointB.x)); lua_pushnumber(L, Physics::scaleUp(o.pointB.y)); return 5; } void Physics::setMeter(float scale) { if (scale < 1) throw love::Exception("Physics error: invalid meter"); Physics::meter = scale; } float Physics::getMeter() { return meter; } void Physics::scaleDown(float &x, float &y) { x /= meter; y /= meter; } void Physics::scaleUp(float &x, float &y) { x *= meter; y *= meter; } float Physics::scaleDown(float f) { return f/meter; } float Physics::scaleUp(float f) { return f*meter; } b2Vec2 Physics::scaleDown(const b2Vec2 &v) { b2Vec2 t = v; scaleDown(t.x, t.y); return t; } b2Vec2 Physics::scaleUp(const b2Vec2 &v) { b2Vec2 t = v; scaleUp(t.x, t.y); return t; } b2AABB Physics::scaleDown(const b2AABB &aabb) { b2AABB t; t.lowerBound = scaleDown(aabb.lowerBound); t.upperBound = scaleDown(aabb.upperBound); return t; } b2AABB Physics::scaleUp(const b2AABB &aabb) { b2AABB t; t.lowerBound = scaleUp(aabb.lowerBound); t.upperBound = scaleUp(aabb.upperBound); return t; } void Physics::b2LinearFrequency(float& frequency, float& ratio, float stiffness, float damping, b2Body* bodyA, b2Body* bodyB) { float massA = bodyA->GetMass(); float massB = bodyB->GetMass(); float mass; if (massA > 0.0f && massB > 0.0f) { mass = massA * massB / (massA + massB); } else if (massA > 0.0f) { mass = massA; } else { mass = massB; } if (mass == 0.0f || stiffness <= 0.0f) { frequency = 0.0f; ratio = 0.0f; return; }; float omega = b2Sqrt(stiffness / mass); frequency = omega / (2.0f * b2_pi); ratio = damping / (mass * 2.0f * omega); } void Physics::b2AngularFrequency(float& frequency, float& ratio, float stiffness, float damping, b2Body* bodyA, b2Body* bodyB) { float IA = bodyA->GetInertia(); float IB = bodyB->GetInertia(); float I; if (IA > 0.0f && IB > 0.0f) { I = IA * IB / (IA + IB); } else if (IA > 0.0f) { I = IA; } else { I = IB; } if (I == 0.0f || stiffness <= 0.0f) { frequency = 0.0f; ratio = 0.0f; return; }; float omega = b2Sqrt(stiffness / I); frequency = omega / (2.0f * b2_pi); ratio = damping / (I * 2.0f * omega); } } // box2d } // physics } // love