mirror of
https://github.com/love2d/love.git
synced 2026-08-12 08:30:56 +02:00
335 lines
8.4 KiB
C++
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
|