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112a09ceb7
Add Body:hasCustomMassData. If the Body has custom mass data, attaching a Shape to it doesn't automatically reset its mass data.
497 lines
11 KiB
C++
497 lines
11 KiB
C++
/**
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* Copyright (c) 2006-2023 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "Shape.h"
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// Module
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#include "Body.h"
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#include "World.h"
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#include "Physics.h"
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// STD
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#include <bitset>
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namespace love
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{
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namespace physics
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{
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namespace box2d
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{
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Shape::Shape(Body *body, const b2Shape &shape)
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: shape(nullptr)
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, own(false)
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, shapeType(SHAPE_INVALID)
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, body(body)
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, fixture(nullptr)
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{
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if (body)
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{
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b2FixtureDef def;
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def.shape = &shape;
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def.userData.pointer = (uintptr_t)this;
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// 0 density stops CreateFixture from calling b2Body::ResetMassData().
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def.density = body->hasCustomMassData() ? 0.0f : 1.0f;
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fixture = body->body->CreateFixture(&def);
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this->shape = fixture->GetShape();
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if (body->hasCustomMassData())
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setDensity(1.0f);
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retain(); // Shape::destroy does the release().
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}
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else
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{
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// Path to support deprecated APIs.
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auto physics = Module::getInstance<Physics>(Module::M_PHYSICS);
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this->shape = shape.Clone(physics->getBlockAllocator());
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own = true;
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}
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switch (this->shape->GetType())
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{
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case b2Shape::e_circle:
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shapeType = SHAPE_CIRCLE;
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break;
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case b2Shape::e_polygon:
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shapeType = SHAPE_POLYGON;
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break;
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case b2Shape::e_edge:
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shapeType = SHAPE_EDGE;
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break;
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case b2Shape::e_chain:
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shapeType = SHAPE_CHAIN;
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break;
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default:
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shapeType = SHAPE_INVALID;
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break;
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}
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}
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Shape::~Shape()
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{
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if (shape && own)
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{
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auto physics = Module::getInstance<Physics>(Module::M_PHYSICS);
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auto allocator = physics->getBlockAllocator();
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// Taken from b2Fixture::Destroy. Not very pretty...
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switch (shapeType)
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{
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case SHAPE_CIRCLE:
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{
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b2CircleShape *s = (b2CircleShape*)shape;
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s->~b2CircleShape();
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allocator->Free(s, sizeof(b2CircleShape));
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break;
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}
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case SHAPE_EDGE:
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{
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b2EdgeShape *s = (b2EdgeShape*)shape;
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s->~b2EdgeShape();
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allocator->Free(s, sizeof(b2EdgeShape));
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break;
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}
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case SHAPE_POLYGON:
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{
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b2PolygonShape *s = (b2PolygonShape*)shape;
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s->~b2PolygonShape();
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allocator->Free(s, sizeof(b2PolygonShape));
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break;
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}
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case SHAPE_CHAIN:
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{
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b2ChainShape *s = (b2ChainShape*)shape;
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s->~b2ChainShape();
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allocator->Free(s, sizeof(b2ChainShape));
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break;
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}
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default:
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break;
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}
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}
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if (ref)
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delete ref;
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}
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void Shape::destroy(bool implicit)
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{
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if (fixture == nullptr)
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return;
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if (body->world->world->IsLocked())
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{
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// Called during time step. Save reference for destruction afterwards.
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this->retain();
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body->world->destructShapes.push_back(this);
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return;
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}
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if (!implicit && fixture != nullptr)
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body->body->DestroyFixture(fixture);
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fixture = nullptr;
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shape = nullptr;
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body = nullptr;
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// Remove userdata reference to avoid it sticking around after GC
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if (ref)
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ref->unref();
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// Box2D fixture destroyed. Release its reference to the love Shape.
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release();
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}
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void Shape::throwIfFixtureNotValid() const
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{
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if (fixture == nullptr)
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throw love::Exception("Shape must be active in the physics World to use this method.");
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}
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void Shape::throwIfShapeNotValid() const
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{
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if (shape == nullptr)
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throw love::Exception("Cannot call this method on a destroyed Shape.");
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}
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Shape::Type Shape::getType() const
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{
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return shapeType;
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}
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void Shape::setFriction(float friction)
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{
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throwIfFixtureNotValid();
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fixture->SetFriction(friction);
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}
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void Shape::setRestitution(float restitution)
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{
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throwIfFixtureNotValid();
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fixture->SetRestitution(restitution);
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}
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void Shape::setDensity(float density)
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{
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throwIfFixtureNotValid();
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fixture->SetDensity(density);
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if (!body->hasCustomMassData())
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body->resetMassData();
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}
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void Shape::setSensor(bool sensor)
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{
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throwIfFixtureNotValid();
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fixture->SetSensor(sensor);
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}
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float Shape::getFriction() const
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{
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throwIfFixtureNotValid();
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return fixture->GetFriction();
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}
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float Shape::getRestitution() const
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{
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throwIfFixtureNotValid();
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return fixture->GetRestitution();
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}
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float Shape::getDensity() const
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{
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throwIfFixtureNotValid();
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return fixture->GetDensity();
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}
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bool Shape::isSensor() const
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{
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throwIfFixtureNotValid();
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return fixture->IsSensor();
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}
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Body *Shape::getBody() const
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{
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return body;
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}
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float Shape::getRadius() const
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{
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throwIfShapeNotValid();
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return Physics::scaleUp(shape->m_radius);
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}
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int Shape::getChildCount() const
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{
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throwIfShapeNotValid();
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return shape->GetChildCount();
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}
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void Shape::setFilterData(int *v)
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{
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throwIfFixtureNotValid();
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b2Filter f;
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f.categoryBits = (uint16) v[0];
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f.maskBits = (uint16) v[1];
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f.groupIndex = (int16) v[2];
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fixture->SetFilterData(f);
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}
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void Shape::getFilterData(int *v)
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{
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throwIfFixtureNotValid();
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b2Filter f = fixture->GetFilterData();
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v[0] = (int) f.categoryBits;
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v[1] = (int) f.maskBits;
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v[2] = (int) f.groupIndex;
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}
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int Shape::setCategory(lua_State *L)
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{
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throwIfFixtureNotValid();
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b2Filter f = fixture->GetFilterData();
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f.categoryBits = (uint16)getBits(L);
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fixture->SetFilterData(f);
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return 0;
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}
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int Shape::setMask(lua_State *L)
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{
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throwIfFixtureNotValid();
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b2Filter f = fixture->GetFilterData();
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f.maskBits = ~(uint16)getBits(L);
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fixture->SetFilterData(f);
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return 0;
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}
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void Shape::setGroupIndex(int index)
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{
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throwIfFixtureNotValid();
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b2Filter f = fixture->GetFilterData();
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f.groupIndex = (uint16)index;
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fixture->SetFilterData(f);
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}
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int Shape::getGroupIndex() const
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{
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throwIfFixtureNotValid();
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b2Filter f = fixture->GetFilterData();
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return f.groupIndex;
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}
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int Shape::getCategory(lua_State *L)
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{
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throwIfFixtureNotValid();
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return pushBits(L, fixture->GetFilterData().categoryBits);
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}
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int Shape::getMask(lua_State *L)
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{
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throwIfFixtureNotValid();
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return pushBits(L, ~(fixture->GetFilterData().maskBits));
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}
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uint16 Shape::getBits(lua_State *L)
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{
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// Get number of args.
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bool istable = lua_istable(L, 1);
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int argc = istable ? (int) luax_objlen(L, 1) : lua_gettop(L);
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// The new bitset.
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std::bitset<16> b;
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for (int i = 1; i <= argc; i++)
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{
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size_t bpos = 0;
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if (istable)
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{
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lua_rawgeti(L, 1, i);
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bpos = (size_t) (lua_tointeger(L, -1) - 1);
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lua_pop(L, 1);
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}
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else
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bpos = (size_t) (lua_tointeger(L, i) - 1);
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if (bpos >= 16)
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luaL_error(L, "Values must be in range 1-16.");
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b.set(bpos, true);
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}
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return (uint16)b.to_ulong();
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}
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int Shape::pushBits(lua_State *L, uint16 bits)
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{
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// Create a bitset.
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std::bitset<16> b((int)bits);
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// Push all set bits.
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for (int i = 0; i<16; i++)
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if (b.test(i))
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lua_pushinteger(L, i+1);
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// Count number of set bits.
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return (int)b.count();
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}
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int Shape::setUserData(lua_State *L)
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{
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love::luax_assert_argc(L, 1, 1);
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if(!ref)
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ref = new Reference();
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ref->ref(L);
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return 0;
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}
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int Shape::getUserData(lua_State *L)
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{
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if (ref != nullptr)
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ref->push(L);
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else
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lua_pushnil(L);
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return 1;
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}
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bool Shape::testPoint(float x, float y) const
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{
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throwIfFixtureNotValid();
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return fixture->TestPoint(Physics::scaleDown(b2Vec2(x, y)));
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}
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bool Shape::testPoint(float x, float y, float r, float px, float py) const
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{
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throwIfShapeNotValid();
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b2Vec2 point(px, py);
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b2Transform transform(Physics::scaleDown(b2Vec2(x, y)), b2Rot(r));
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return shape->TestPoint(transform, Physics::scaleDown(point));
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}
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int Shape::rayCast(lua_State *L) const
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{
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float p1x = Physics::scaleDown((float)luaL_checknumber(L, 1));
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float p1y = Physics::scaleDown((float)luaL_checknumber(L, 2));
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float p2x = Physics::scaleDown((float)luaL_checknumber(L, 3));
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float p2y = Physics::scaleDown((float)luaL_checknumber(L, 4));
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float maxFraction = (float)luaL_checknumber(L, 5);
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b2RayCastInput input;
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b2RayCastOutput output;
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input.p1.Set(p1x, p1y);
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input.p2.Set(p2x, p2y);
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input.maxFraction = maxFraction;
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if (lua_isnoneornil(L, 7))
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{
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throwIfFixtureNotValid();
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int childIndex = (int) luaL_optinteger(L, 6, 1) - 1; // Convert from 1-based index
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if (!fixture->RayCast(&output, input, childIndex))
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return 0; // Nothing hit.
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}
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else
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{
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throwIfShapeNotValid();
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float x = Physics::scaleDown((float)luaL_checknumber(L, 6));
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float y = Physics::scaleDown((float)luaL_checknumber(L, 7));
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float r = (float)luaL_checknumber(L, 8);
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int childIndex = (int) luaL_optinteger(L, 9, 1) - 1; // Convert from 1-based index
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b2Transform transform(b2Vec2(x, y), b2Rot(r));
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if (!shape->RayCast(&output, input, transform, childIndex))
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return 0; // No hit.
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}
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lua_pushnumber(L, output.normal.x);
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lua_pushnumber(L, output.normal.y);
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lua_pushnumber(L, output.fraction);
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return 3;
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}
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int Shape::computeAABB(lua_State *L) const
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{
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throwIfShapeNotValid();
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float x = Physics::scaleDown((float)luaL_checknumber(L, 1));
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float y = Physics::scaleDown((float)luaL_checknumber(L, 2));
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float r = (float)luaL_checknumber(L, 3);
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int childIndex = (int) luaL_optinteger(L, 4, 1) - 1; // Convert from 1-based index
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b2Transform transform(b2Vec2(x, y), b2Rot(r));
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b2AABB box;
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shape->ComputeAABB(&box, transform, childIndex);
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box = Physics::scaleUp(box);
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lua_pushnumber(L, box.lowerBound.x);
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lua_pushnumber(L, box.lowerBound.y);
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lua_pushnumber(L, box.upperBound.x);
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lua_pushnumber(L, box.upperBound.y);
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return 4;
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}
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int Shape::computeMass(lua_State *L) const
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{
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throwIfShapeNotValid();
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float density = (float)luaL_checknumber(L, 1);
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b2MassData data;
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shape->ComputeMass(&data, density);
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b2Vec2 center = Physics::scaleUp(data.center);
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lua_pushnumber(L, center.x);
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lua_pushnumber(L, center.y);
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lua_pushnumber(L, data.mass);
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lua_pushnumber(L, Physics::scaleUp(Physics::scaleUp(data.I)));
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return 4;
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}
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int Shape::getBoundingBox(lua_State *L) const
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{
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throwIfFixtureNotValid();
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int childIndex = (int) luaL_optinteger(L, 1, 1) - 1; // Convert from 1-based index
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b2AABB box;
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luax_catchexcept(L, [&]() { box = fixture->GetAABB(childIndex); });
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box = Physics::scaleUp(box);
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lua_pushnumber(L, box.lowerBound.x);
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lua_pushnumber(L, box.lowerBound.y);
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lua_pushnumber(L, box.upperBound.x);
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lua_pushnumber(L, box.upperBound.y);
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return 4;
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}
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int Shape::getMassData(lua_State *L) const
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{
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throwIfFixtureNotValid();
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b2MassData data;
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fixture->GetMassData(&data);
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b2Vec2 center = Physics::scaleUp(data.center);
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lua_pushnumber(L, center.x);
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lua_pushnumber(L, center.y);
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lua_pushnumber(L, data.mass);
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lua_pushnumber(L, data.I);
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return 4;
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}
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} // box2d
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} // physics
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} // love
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