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1c7e34715b
Constructing invalid shapes, e.g. a rectangle with width 0, could result in a b2Assert to fail. In turn, Shape::~Shape tried to destroy a the shape with an uninitialized pointer, yielding a segfault. Add NULL-initializers and checks for NULL to prevent this.
72 lines
1.9 KiB
C++
72 lines
1.9 KiB
C++
/**
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* Copyright (c) 2006-2011 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 "CircleShape.h"
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// Module
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#include "Body.h"
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#include "World.h"
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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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CircleShape::CircleShape(Body * body, b2CircleDef * def)
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: Shape(body)
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{
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def->localPosition = body->world->scaleDown(def->localPosition);
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def->radius = body->world->scaleDown(def->radius);
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radius = def->radius;
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this->localPosition = def->localPosition;
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def->userData = (void*)data;
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shape = body->body->CreateShape(def);
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}
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CircleShape::~CircleShape()
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{
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}
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float CircleShape::getRadius() const
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{
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return body->world->scaleUp(radius);
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}
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void CircleShape::getLocalCenter(float & x, float & y) const
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{
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x = localPosition.x;
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y = localPosition.y;
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body->world->scaleUp(x, y);
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}
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void CircleShape::getWorldCenter(float & x, float & y) const
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{
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b2Vec2 worldCenter = body->body->GetWorldPoint(localPosition);
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worldCenter = body->world->scaleUp(worldCenter);
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x = worldCenter.x;
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y = worldCenter.y;
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}
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} // box2d
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} // physics
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} // love
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