Files
love/src/modules/physics/box2d/World.h
T
Bill Meltsner 0678eac453 A first attempt at overhauling collision. New everything.
--HG--
branch : box2d-update
2011-09-23 21:25:41 -04:00

187 lines
4.5 KiB
C++

/**
* 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.
**/
#ifndef LOVE_PHYSICS_BOX2D_WORLD_H
#define LOVE_PHYSICS_BOX2D_WORLD_H
// LOVE
#include <common/Object.h>
#include <common/runtime.h>
#include <common/Reference.h>
// STD
#include <vector>
// Box2D
#include <Box2D/Box2D.h>
namespace love
{
namespace physics
{
namespace box2d
{
class Contact;
/**
* The World is the "God" container class,
* which contains all Bodies and Joints. Shapes
* are contained in their associated Body.
*
* Bodies in different worlds can obviously not
* collide.
*
* The world also controls global parameters, like
* gravity.
**/
class World : public Object, public b2ContactListener
{
// Friends.
friend class Joint;
friend class DistanceJoint;
friend class MouseJoint;
friend class Body;
public:
class ContactCallback
{
public:
Reference * ref;
std::vector<Contact *> contacts;
std::vector<const b2ContactImpulse *> impulses;
b2Manifold* oldManifold;
b2ContactImpulse* impulse;
ContactCallback();
~ContactCallback();
void add(b2Contact* contact);
void add(b2Contact* contact, const b2ContactImpulse* impulse);
void process();
};
private:
// Pointer to the Box2D world.
b2World * world;
// Ground body
b2Body * groundBody;
// Contact callbacks.
ContactCallback begin, end, presolve, postsolve;
public:
/**
* Creates a new world.
**/
World();
/**
* Creates a new world with the given gravity
* and whether or not the bodies should sleep when appropriate.
* @param gravity The gravity of the World.
* @param sleep True if the bodies should be able to sleep,
* false otherwise.
**/
World(b2Vec2 gravity, bool sleep);
virtual ~World();
/**
* Updates everything in the world one timestep.
* This is called update() and not step() to conform
* with all other objects in LOVE.
* @param dt The timestep.
**/
void update(float dt);
// From b2ContactListener
void BeginContact(b2Contact* contact);
void EndContact(b2Contact* contact);
void PreSolve(b2Contact* contact);
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
/**
* Receives up to four Lua functions as arguments. Each function is
* collision callback for the four events (in order): begin, end,
* presolve and postsolve. The value "nil" is accepted if one or
* more events are uninteresting.
**/
int setCallbacks(lua_State * L);
/**
* Returns the functions previously set by setCallbacks.
**/
int getCallbacks(lua_State * L);
/**
* Sets the current gravity of the World.
* @param x Gravity in the x-direction.
* @param y Gravity in the y-direction.
**/
void setGravity(float x, float y);
/**
* Gets the current gravity.
* @returns Gravity in the x-direction.
* @returns Gravity in the y-direction.
**/
int getGravity(lua_State * L);
/**
* Sets whether this World allows sleep.
* @param allow True to allow, false to disallow.
**/
void setAllowSleeping(bool allow);
/**
* Returns whether this World allows sleep.
* @return True if allowed, false if disallowed.
**/
bool getAllowSleeping() const;
/**
* Get the current body count.
* @return The number of bodies.
**/
int getBodyCount();
/**
* Get the current joint count.
* @return The number of joints.
**/
int getJointCount();
/**
* Gets the ground body.
* @return The ground body.
**/
b2Body * getGroundBody();
};
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_WORLD_H