Files
love/src/modules/physics/box2d/ChainShape.cpp
T

138 lines
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C++

/**
* Copyright (c) 2006-2016 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 "ChainShape.h"
// Module
#include "Body.h"
#include "World.h"
#include "Physics.h"
#include "common/Memoizer.h"
namespace love
{
namespace physics
{
namespace box2d
{
ChainShape::ChainShape(b2ChainShape *c, bool loop, bool own)
: Shape(c, own), loop(loop)
{
}
ChainShape::~ChainShape()
{
}
void ChainShape::setNextVertex(float x, float y)
{
if (loop)
{
throw love::Exception("Physics error: Can't call setNextVertex on a loop ChainShape");
return;
}
b2Vec2 v(x, y);
b2ChainShape *c = (b2ChainShape *)shape;
c->SetNextVertex(Physics::scaleDown(v));
}
void ChainShape::setPreviousVertex(float x, float y)
{
if (loop)
{
throw love::Exception("Physics error: Can't call setPreviousVertex on a loop ChainShape");
return;
}
b2Vec2 v(x, y);
b2ChainShape *c = (b2ChainShape *)shape;
c->SetPrevVertex(Physics::scaleDown(v));
}
bool ChainShape::hasNextVertex() const
{
b2ChainShape *c = (b2ChainShape *)shape;
return c->m_hasNextVertex;
}
bool ChainShape::hasPreviousVertex() const
{
b2ChainShape *c = (b2ChainShape *)shape;
return c->m_hasPrevVertex;
}
b2Vec2 ChainShape::getNextVertex() const
{
b2ChainShape *c = (b2ChainShape *)shape;
const b2Vec2 &v = c->m_nextVertex;
return Physics::scaleUp(v);
}
b2Vec2 ChainShape::getPreviousVertex() const
{
b2ChainShape *c = (b2ChainShape *)shape;
const b2Vec2 &v = c->m_prevVertex;
return Physics::scaleUp(v);
}
EdgeShape *ChainShape::getChildEdge(int index) const
{
b2ChainShape *c = (b2ChainShape *)shape;
b2EdgeShape *e = new b2EdgeShape;
try
{
c->GetChildEdge(e, index);
}
catch (love::Exception &)
{
delete e;
throw;
}
return new EdgeShape(e, true);
}
int ChainShape::getVertexCount() const
{
b2ChainShape *c = (b2ChainShape *)shape;
return c->m_count;
}
b2Vec2 ChainShape::getPoint(int index) const
{
b2ChainShape *c = (b2ChainShape *)shape;
if (index < 0 || index >= c->m_count)
throw love::Exception("Physics error: index out of bounds");
const b2Vec2 &v = c->m_vertices[index];
return Physics::scaleUp(v);
}
const b2Vec2 *ChainShape::getPoints() const
{
b2ChainShape *c = (b2ChainShape *)shape;
return c->m_vertices;
}
} // box2d
} // physics
} // love