Files
love/src/modules/physics/box2d/Physics.cpp
T
2014-01-17 22:28:06 -04:00

335 lines
8.4 KiB
C++

/**
* Copyright (c) 2006-2014 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
{
int Physics::meter = Physics::DEFAULT_METER;
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)
{
b2EdgeShape *s = new b2EdgeShape();
s->Set(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);
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);
b2PolygonShape *s = new b2PolygonShape();
b2Vec2 vecs[b2_maxPolygonVertices];
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));
}
try
{
s->Set(vecs, vcount);
}
catch (love::Exception &)
{
delete s;
throw;
}
PolygonShape *p = new PolygonShape(s);
luax_pushtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, p);
return 1;
}
int Physics::newChainShape(lua_State *L)
{
int argc = lua_gettop(L)-1; // first argument is looping
int vcount = (int)argc/2;
b2ChainShape *s = new b2ChainShape();
bool loop = luax_toboolean(L, 1);
b2Vec2 *vecs = new b2Vec2[vcount];
for (int i = 0; i<vcount; i++)
{
float x = (float)lua_tonumber(L, -2);
float y = (float)lua_tonumber(L, -1);
vecs[i].Set(x, y);
vecs[i] = Physics::scaleDown(vecs[i]);
lua_pop(L, 2);
}
try
{
if (loop)
s->CreateLoop(vecs, vcount);
else
s->CreateChain(vecs, vcount);
}
catch (love::Exception &)
{
delete[] vecs;
throw;
}
delete[] vecs;
ChainShape *c = new ChainShape(s);
luax_pushtype(L, "ChainShape", PHYSICS_CHAIN_SHAPE_T, c);
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 x, float y, bool collideConnected)
{
return new RevoluteJoint(body1, body2, x, y, collideConnected);
}
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);
}
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);
}
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)
{
return new MotorJoint(body1, body2, correctionFactor);
}
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<Fixture>(L, 1, "Fixture", PHYSICS_FIXTURE_T);
Fixture *fixtureB = luax_checktype<Fixture>(L, 2, "Fixture", PHYSICS_FIXTURE_T);
b2DistanceProxy pA, pB;
b2DistanceInput i;
b2DistanceOutput o;
b2SimplexCache c;
c.count = 0;
EXCEPT_GUARD(
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(int scale)
{
if (scale < 1) throw love::Exception("Physics error: invalid meter");
Physics::meter = scale;
}
int Physics::getMeter()
{
return meter;
}
void Physics::scaleDown(float &x, float &y)
{
x /= (float)meter;
y /= (float)meter;
}
void Physics::scaleUp(float &x, float &y)
{
x *= (float)meter;
y *= (float)meter;
}
float Physics::scaleDown(float f)
{
return f/(float)meter;
}
float Physics::scaleUp(float f)
{
return f*(float)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;
}
} // box2d
} // physics
} // love