/** * Copyright (c) 2006-2011 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" namespace love { namespace physics { namespace box2d { ChainShape::ChainShape(b2ChainShape * c, bool loop) : loop(loop) { shape = c; } 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::setPrevVertex(float x, float y) { if (loop) { throw love::Exception("Physics error: Can't call setPrevVertex on a loop ChainShape"); return; } b2Vec2 v(x, y); b2ChainShape * c = (b2ChainShape *)shape; c->SetNextVertex(Physics::scaleDown(v)); } EdgeShape * ChainShape::getChildEdge(int index) const { b2ChainShape * c = (b2ChainShape *)shape; b2EdgeShape e; c->GetChildEdge(&e, index); return new EdgeShape(&e); } int ChainShape::getVertexCount() const { b2ChainShape * c = (b2ChainShape *)shape; return c->GetVertexCount(); } b2Vec2 ChainShape::getVertex(int index) const { b2ChainShape * c = (b2ChainShape *)shape; const b2Vec2 & v = c->GetVertex(index); return Physics::scaleUp(v); } const b2Vec2 * ChainShape::getVertices() const { b2ChainShape * c = (b2ChainShape *)shape; return c->GetVertices(); } } // box2d } // physics } // love