/** * Copyright (c) 2006-2009 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. **/ #ifndef LOVE_PHYSICS_BOX2D_SHAPE_H #define LOVE_PHYSICS_BOX2D_SHAPE_H // LOVE #include #include // Box2D #include "Include/Box2D.h" namespace love { namespace physics { namespace box2d { // Forward declarations. class Body; /** * This struct is stored in a void pointer * in the Box2D Shape class. For now, all we * need is a Lua reference to arbitrary data, * but we might need more later. **/ struct shapeudata { // Reference to arbitrary data. Reference * ref; }; /** * A Shape is geometry attached to a Body. * A Body has position and orientation, and * a Shape's geometry will be affected by the parent * body's transformation. **/ class Shape : public love::physics::Shape { protected: // A pointer to the parent Body. If the Body // is destroyed, all child shapes are destroyed as well. // This ensures that all child shapes are always destroyed // *before* the parent Body. Body * body; // The Box2D shape. b2Shape * shape; // Our shape data, to be stored in // the Box2D shape. shapeudata * data; public: /** * Creates a Shape attatched to the specified * Body. **/ Shape(Body * body); virtual ~Shape(); /** * Gets the type of Shape. Useful for * debug drawing. **/ Type getType() const; /** * Sets the friction of the Shape. * @param friction The new friction. **/ void setFriction(float friction); /** * Sets the restitution for the Shape. * @param restitution The restitution. **/ void setRestitution(float restitution); /** * Sets the density of the Shape. * @param density The density of the Shape. **/ void setDensity(float density); /** * Set whether this shape should be a sensor or not. * @param sensor True if sensor, false if not. **/ void setSensor(bool sensor); /** * Gets the friction of the Shape. * @returns The friction. **/ float getFriction() const; /** * Gets the restitution of the Shape. * @return The restitution of the Shape. **/ float getRestituion() const; /** * Gets the density of the Shape. * @return The density. **/ float getDensity() const; /** * Checks whether this Shape acts as a sensor. * @return True if sensor, false otherwise. **/ bool isSensor() const; /** * Get the body attatched to this Shape. * @return The parent Body. **/ Body * getBody() const; /** * Checks if a point is inside the Shape. * @param x The x-component of the Shape. * @param y The y-component of the Shape. **/ bool testPoint(float x, float y) const; /** * Tests whether a line segment intersects a Shape. **/ int testSegment(lua_State * L); /** * Sets the filter data. An integer array is used even though the * first two elements are unsigned shorts. The elements are: * category (16-bits), mask (16-bits) and group (32-bits/int). **/ void setFilterData(int * v); /** * Gets the filter data. An integer array is used even though the * first two elements are unsigned shorts. The elements are: * category (16-bits), mask (16-bits) and group (32-bits/int). **/ void getFilterData(int * v); int setCategory(lua_State * L); int setMask(lua_State * L); int getCategory(lua_State * L); int getMask(lua_State * L); uint16 getBits(lua_State * L); int pushBits(lua_State * L, uint16 bits); /** * This function stores an in-C reference to * arbitrary Lua data in the Box2D shape object. * * The data set here will be passed to the collision * handler when collisions occur. **/ int setData(lua_State * L); /** * Gets the data set with setData. If no * data is set, nil is returned. **/ int getData(lua_State * L); /** * Gets the bounding box for this Shape. * The function returns eight values which can be * passed directly to love.graphics.polygon. **/ int getBoundingBox(lua_State * L); }; } // box2d } // physics } // love #endif // LOVE_PHYSICS_BOX2D_SHAPE_H