/** * 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. **/ // LOVE #include "wrap_Physics.h" namespace love { namespace physics { namespace box2d { static Physics * instance = 0; int w_newWorld(lua_State * L) { float gx = (float)luaL_optnumber(L, 1, 0); float gy = (float)luaL_optnumber(L, 2, 0); bool sleep = luax_optboolean(L, 3, true); World * w; ASSERT_GUARD(w = instance->newWorld(gx, gy, sleep);) luax_newtype(L, "World", PHYSICS_WORLD_T, (void*)w); return 1; } int w_newBody(lua_State * L) { World * world = luax_checktype(L, 1, "World", PHYSICS_WORLD_T); float x = (float)luaL_optnumber(L, 2, 0.0); float y = (float)luaL_optnumber(L, 3, 0.0); const char * type = luaL_optstring(L, 4, "static"); Body::Type bodyType; Body::getConstant(type, bodyType); Body * body; ASSERT_GUARD(body = instance->newBody(world, x, y, bodyType);) luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body); return 1; } int w_newFixture(lua_State * L) { Body * body = luax_checkbody(L, 1); Shape * shape = luax_checkshape(L, 2); float density = (float)luaL_checknumber(L, 3); Fixture * fixture; ASSERT_GUARD(fixture = instance->newFixture(body, shape, density);) luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)fixture); return 1; } int w_newCircleShape(lua_State * L) { int top = lua_gettop(L); if(top == 1) { float radius = (float)luaL_checknumber(L, 1); CircleShape * shape; ASSERT_GUARD(shape = instance->newCircleShape(radius);) luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape); return 1; } else if(top == 3) { float x = (float)luaL_checknumber(L, 1); float y = (float)luaL_checknumber(L, 2); float radius = (float)luaL_checknumber(L, 3); CircleShape * shape; ASSERT_GUARD(shape = instance->newCircleShape(x, y, radius);) luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape); return 1; } else return luaL_error(L, "Incorrect number of parameters"); } int w_newRectangleShape(lua_State * L) { int top = lua_gettop(L); if(top == 2) { float w = (float)luaL_checknumber(L, 1); float h = (float)luaL_checknumber(L, 2); PolygonShape * shape; ASSERT_GUARD(shape = instance->newRectangleShape(w, h);) luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape); return 1; } else if(top == 4 || top == 5) { float x = (float)luaL_checknumber(L, 1); float y = (float)luaL_checknumber(L, 2); float w = (float)luaL_checknumber(L, 3); float h = (float)luaL_checknumber(L, 4); float angle = (float)luaL_optnumber(L, 5, 0); PolygonShape * shape; ASSERT_GUARD(shape = instance->newRectangleShape(x, y, w, h, angle);) luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape); return 1; } else return luaL_error(L, "Incorrect number of parameters"); } int w_newEdgeShape(lua_State * L) { float x1 = (float)luaL_checknumber(L, 1); float y1 = (float)luaL_checknumber(L, 2); float x2 = (float)luaL_checknumber(L, 3); float y2 = (float)luaL_checknumber(L, 4); EdgeShape * shape; ASSERT_GUARD(shape = instance->newEdgeShape(x1, y1, x2, y2);) luax_newtype(L, "EdgeShape", PHYSICS_EDGE_SHAPE_T, (void*)shape); return 1; } int w_newPolygonShape(lua_State * L) { ASSERT_GUARD(return instance->newPolygonShape(L);) } int w_newChainShape(lua_State * L) { ASSERT_GUARD(return instance->newChainShape(L);) } int w_newDistanceJoint(lua_State * L) { Body * body1 = luax_checktype(L, 1, "Body", PHYSICS_BODY_T); Body * body2 = luax_checktype(L, 2, "Body", PHYSICS_BODY_T); float x1 = (float)luaL_checknumber(L, 3); float y1 = (float)luaL_checknumber(L, 4); float x2 = (float)luaL_checknumber(L, 5); float y2 = (float)luaL_checknumber(L, 6); bool collideConnected = luax_optboolean(L, 7, false); DistanceJoint * j; ASSERT_GUARD(j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);) luax_newtype(L, "DistanceJoint", PHYSICS_DISTANCE_JOINT_T, (void*)j); return 1; } int w_newMouseJoint(lua_State * L) { Body * body = luax_checktype(L, 1, "Body", PHYSICS_BODY_T); float x = (float)luaL_checknumber(L, 2); float y = (float)luaL_checknumber(L, 3); MouseJoint * j; ASSERT_GUARD(j = instance->newMouseJoint(body, x, y);) luax_newtype(L, "MouseJoint", PHYSICS_MOUSE_JOINT_T, (void*)j); return 1; } int w_newRevoluteJoint(lua_State * L) { Body * body1 = luax_checktype(L, 1, "Body", PHYSICS_BODY_T); Body * body2 = luax_checktype(L, 2, "Body", PHYSICS_BODY_T); float x = (float)luaL_checknumber(L, 3); float y = (float)luaL_checknumber(L, 4); bool collideConnected = luax_optboolean(L, 5, false); RevoluteJoint * j; ASSERT_GUARD(j = instance->newRevoluteJoint(body1, body2, x, y, collideConnected);) luax_newtype(L, "RevoluteJoint", PHYSICS_REVOLUTE_JOINT_T, (void*)j); return 1; } int w_newPrismaticJoint(lua_State * L) { Body * body1 = luax_checktype(L, 1, "Body", PHYSICS_BODY_T); Body * body2 = luax_checktype(L, 2, "Body", PHYSICS_BODY_T); float xA = (float)luaL_checknumber(L, 3); float yA = (float)luaL_checknumber(L, 4); float xB, yB, ax, ay; bool collideConnected; if (lua_gettop(L) >= 8) { xB = (float)luaL_checknumber(L, 5); yB = (float)luaL_checknumber(L, 6); ax = (float)luaL_checknumber(L, 7); ay = (float)luaL_checknumber(L, 8); collideConnected = luax_optboolean(L, 9, false); } else { xB = xA; yB = yA; ax = (float)luaL_checknumber(L, 5); ay = (float)luaL_checknumber(L, 6); collideConnected = luax_optboolean(L, 7, false); } PrismaticJoint * j; ASSERT_GUARD(j = instance->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);) luax_newtype(L, "PrismaticJoint", PHYSICS_PRISMATIC_JOINT_T, (void*)j); return 1; } int w_newPulleyJoint(lua_State * L) { Body * body1 = luax_checktype(L, 1, "Body", PHYSICS_BODY_T); Body * body2 = luax_checktype(L, 2, "Body", PHYSICS_BODY_T); float gx1 = (float)luaL_checknumber(L, 3); float gy1 = (float)luaL_checknumber(L, 4); float gx2 = (float)luaL_checknumber(L, 5); float gy2 = (float)luaL_checknumber(L, 6); float x1 = (float)luaL_checknumber(L, 7); float y1 = (float)luaL_checknumber(L, 8); float x2 = (float)luaL_checknumber(L, 9); float y2 = (float)luaL_checknumber(L, 10); float ratio = (float)luaL_optnumber(L, 11, 1.0); bool collideConnected = luax_optboolean(L, 12, true); // PulleyJoints default to colliding connected bodies, see b2PulleyJoint.h PulleyJoint * j; ASSERT_GUARD(j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio, collideConnected);) luax_newtype(L, "PulleyJoint", PHYSICS_PULLEY_JOINT_T, (void*)j); return 1; } int w_newGearJoint(lua_State * L) { Joint * joint1 = luax_checktype(L, 1, "Joint", PHYSICS_JOINT_T); Joint * joint2 = luax_checktype(L, 2, "Joint", PHYSICS_JOINT_T); float ratio = (float)luaL_optnumber(L, 3, 1.0); bool collideConnected = luax_optboolean(L, 4, false); GearJoint * j; ASSERT_GUARD(j = instance->newGearJoint(joint1, joint2, ratio, collideConnected);) luax_newtype(L, "GearJoint", PHYSICS_GEAR_JOINT_T, (void*)j); return 1; } int w_newFrictionJoint(lua_State * L) { Body * body1 = luax_checktype(L, 1, "Body", PHYSICS_BODY_T); Body * body2 = luax_checktype(L, 2, "Body", PHYSICS_BODY_T); float xA = (float)luaL_checknumber(L, 3); float yA = (float)luaL_checknumber(L, 4); float xB, yB; bool collideConnected; if (lua_gettop(L) >= 6) { xB = (float)luaL_checknumber(L, 5); yB = (float)luaL_checknumber(L, 6); collideConnected = luax_optboolean(L, 7, false); } else { xB = xA; yB = yA; collideConnected = luax_optboolean(L, 5, false); } FrictionJoint * j; ASSERT_GUARD(j = instance->newFrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected);) luax_newtype(L, "FrictionJoint", PHYSICS_FRICTION_JOINT_T, (void*)j); return 1; } int w_newWeldJoint(lua_State * L) { Body * body1 = luax_checktype(L, 1, "Body", PHYSICS_BODY_T); Body * body2 = luax_checktype(L, 2, "Body", PHYSICS_BODY_T); float xA = (float)luaL_checknumber(L, 3); float yA = (float)luaL_checknumber(L, 4); float xB, yB; bool collideConnected; if (lua_gettop(L) >= 6) { xB = (float)luaL_checknumber(L, 5); yB = (float)luaL_checknumber(L, 6); collideConnected = luax_optboolean(L, 7, false); } else { xB = xA; yB = yA; collideConnected = luax_optboolean(L, 5, false); } WeldJoint * j; ASSERT_GUARD(j = instance->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);) luax_newtype(L, "WeldJoint", PHYSICS_WELD_JOINT_T, (void*)j); return 1; } int w_newWheelJoint(lua_State * L) { Body * body1 = luax_checktype(L, 1, "Body", PHYSICS_BODY_T); Body * body2 = luax_checktype(L, 2, "Body", PHYSICS_BODY_T); float xA = (float)luaL_checknumber(L, 3); float yA = (float)luaL_checknumber(L, 4); float xB, yB, ax, ay; bool collideConnected; if (lua_gettop(L) >= 8) { xB = (float)luaL_checknumber(L, 5); yB = (float)luaL_checknumber(L, 6); ax = (float)luaL_checknumber(L, 7); ay = (float)luaL_checknumber(L, 8); collideConnected = luax_optboolean(L, 9, false); } else { xB = xA; yB = yA; ax = (float)luaL_checknumber(L, 5); ay = (float)luaL_checknumber(L, 6); collideConnected = luax_optboolean(L, 7, false); } WheelJoint * j; ASSERT_GUARD(j = instance->newWheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);) luax_newtype(L, "WheelJoint", PHYSICS_WHEEL_JOINT_T, (void*)j); return 1; } int w_newRopeJoint(lua_State * L) { Body * body1 = luax_checktype(L, 1, "Body", PHYSICS_BODY_T); Body * body2 = luax_checktype(L, 2, "Body", PHYSICS_BODY_T); float x1 = (float)luaL_checknumber(L, 3); float y1 = (float)luaL_checknumber(L, 4); float x2 = (float)luaL_checknumber(L, 5); float y2 = (float)luaL_checknumber(L, 6); float maxLength = (float)luaL_checknumber(L, 7); bool collideConnected = luax_optboolean(L, 8, false); RopeJoint * j; ASSERT_GUARD(j = instance->newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);) luax_newtype(L, "RopeJoint", PHYSICS_ROPE_JOINT_T, (void*)j); return 1; } int w_getDistance(lua_State * L) { return instance->getDistance(L); } int w_setMeter(lua_State * L) { int arg1 = luaL_checkint(L, 1); try { Physics::setMeter(arg1); } catch (love::Exception e) { return luaL_error(L, e.what()); } return 0; } int w_getMeter(lua_State * L) { lua_pushinteger(L, Physics::getMeter()); return 1; } // List of functions to wrap. static const luaL_Reg functions[] = { { "newWorld", w_newWorld }, { "newBody", w_newBody }, { "newFixture", w_newFixture }, { "newCircleShape", w_newCircleShape }, { "newRectangleShape", w_newRectangleShape }, { "newPolygonShape", w_newPolygonShape }, { "newEdgeShape", w_newEdgeShape }, { "newChainShape", w_newChainShape }, { "newDistanceJoint", w_newDistanceJoint }, { "newMouseJoint", w_newMouseJoint }, { "newRevoluteJoint", w_newRevoluteJoint }, { "newPrismaticJoint", w_newPrismaticJoint }, { "newPulleyJoint", w_newPulleyJoint }, { "newGearJoint", w_newGearJoint }, { "newFrictionJoint", w_newFrictionJoint }, { "newWeldJoint", w_newWeldJoint }, { "newWheelJoint", w_newWheelJoint }, { "newRopeJoint", w_newRopeJoint }, { "getDistance", w_getDistance }, { "getMeter", w_getMeter }, { "setMeter", w_setMeter }, { 0, 0 }, }; static const lua_CFunction types[] = { luaopen_world, luaopen_contact, luaopen_body, luaopen_fixture, luaopen_shape, luaopen_circleshape, luaopen_polygonshape, luaopen_edgeshape, luaopen_chainshape, luaopen_joint, luaopen_mousejoint, luaopen_distancejoint, luaopen_prismaticjoint, luaopen_revolutejoint, luaopen_pulleyjoint, luaopen_gearjoint, luaopen_frictionjoint, luaopen_weldjoint, luaopen_wheeljoint, luaopen_ropejoint, 0 }; int luaopen_love_physics(lua_State * L) { if(instance == 0) { try { instance = new Physics(); } catch(Exception & e) { return luaL_error(L, e.what()); } } else instance->retain(); WrappedModule w; w.module = instance; w.name = "physics"; w.flags = MODULE_T; w.functions = functions; w.types = types; return luax_register_module(L, w); } } // box2d } // physics } // love