Files
love/src/modules/physics/box2d/wrap_Physics.cpp
T
Bill Meltsner 367dbc2ecc Update Body API.
--HG--
branch : box2d-update
2011-09-23 22:21:14 -04:00

351 lines
11 KiB
C++

/**
* Copyright (c) 2006-2011 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.
**/
// LOVE
#include "wrap_Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
static Physics * instance = 0;
int w_newWorld(lua_State * L)
{
float gx = (float)luaL_optnumber(L, 1, 0);
float gy = (float)luaL_optnumber(L, 2, 0);
bool sleep = luax_optboolean(L, 3, true);
int meter = (int)luaL_optnumber(L, 4, Physics::DEFAULT_METER);
World * w = instance->newWorld(gx, gy, sleep, meter);
luax_newtype(L, "World", PHYSICS_WORLD_T, (void*)w);
return 1;
}
int w_newBody(lua_State * L)
{
World * world = luax_checktype<World>(L, 1, "World", PHYSICS_WORLD_T);
float x = (float)luaL_optnumber(L, 2, 0.0);
float y = (float)luaL_optnumber(L, 3, 0.0);
Body * body = instance->newBody(world, x, y);
luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body);
return 1;
}
int w_newCircleShape(lua_State * L)
{
int top = lua_gettop(L);
if(top == 1)
{
float radius = (float)luaL_checknumber(L, 1);
CircleShape * shape = instance->newCircleShape(radius);
luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape);
return 1;
}
else if(top == 3)
{
float x = (float)luaL_checknumber(L, 1);
float y = (float)luaL_checknumber(L, 2);
float radius = (float)luaL_checknumber(L, 3);
CircleShape * shape = instance->newCircleShape(x, y, radius);
luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape);
return 1;
}
else
return luaL_error(L, "Incorrect number of parameters");
}
int w_newRectangleShape(lua_State * L)
{
int top = lua_gettop(L);
if(top == 2)
{
float w = (float)luaL_checknumber(L, 1);
float h = (float)luaL_checknumber(L, 2);
PolygonShape * shape = instance->newRectangleShape(w, h);
luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape);
return 1;
}
else if(top == 4 || top == 5)
{
float x = (float)luaL_checknumber(L, 1);
float y = (float)luaL_checknumber(L, 2);
float w = (float)luaL_checknumber(L, 3);
float h = (float)luaL_checknumber(L, 4);
float angle = (float)luaL_optnumber(L, 5, 0);
PolygonShape * shape = instance->newRectangleShape(x, y, w, h, angle);
luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape);
return 1;
}
else
return luaL_error(L, "Incorrect number of parameters");
}
int w_newEdgeShape(lua_State * L)
{
float x1 = (float)luaL_checknumber(L, 1);
float y1 = (float)luaL_checknumber(L, 2);
float x2 = (float)luaL_checknumber(L, 3);
float y2 = (float)luaL_checknumber(L, 4);
EdgeShape * shape = instance->newEdgeShape(x1, y1, x2, y2);
luax_newtype(L, "EdgeShape", PHYSICS_EDGE_SHAPE_T, (void*)shape);
return 1;
}
int w_newPolygonShape(lua_State * L)
{
return instance->newPolygonShape(L);
}
int w_newChainShape(lua_State * L)
{
return instance->newChainShape(L);
}
int w_newDistanceJoint(lua_State * L)
{
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x1 = (float)luaL_checknumber(L, 3);
float y1 = (float)luaL_checknumber(L, 4);
float x2 = (float)luaL_checknumber(L, 5);
float y2 = (float)luaL_checknumber(L, 6);
bool collideConnected = luax_optboolean(L, 7, false);
DistanceJoint * j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);
luax_newtype(L, "DistanceJoint", PHYSICS_DISTANCE_JOINT_T, (void*)j);
return 1;
}
int w_newMouseJoint(lua_State * L)
{
Body * body = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 2);
float y = (float)luaL_checknumber(L, 3);
MouseJoint * j = instance->newMouseJoint(body, x, y);
luax_newtype(L, "MouseJoint", PHYSICS_MOUSE_JOINT_T, (void*)j);
return 1;
}
int w_newRevoluteJoint(lua_State * L)
{
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
bool collideConnected = luax_optboolean(L, 5, false);
RevoluteJoint * j = instance->newRevoluteJoint(body1, body2, x, y, collideConnected);
luax_newtype(L, "RevoluteJoint", PHYSICS_REVOLUTE_JOINT_T, (void*)j);
return 1;
}
int w_newPrismaticJoint(lua_State * L)
{
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
float ax = (float)luaL_checknumber(L, 5);
float ay = (float)luaL_checknumber(L, 6);
bool collideConnected = luax_optboolean(L, 7, false);
PrismaticJoint * j = instance->newPrismaticJoint(body1, body2, x, y, ax, ay, collideConnected);
luax_newtype(L, "PrismaticJoint", PHYSICS_PRISMATIC_JOINT_T, (void*)j);
return 1;
}
int w_newPulleyJoint(lua_State * L)
{
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float gx1 = (float)luaL_checknumber(L, 3);
float gy1 = (float)luaL_checknumber(L, 4);
float gx2 = (float)luaL_checknumber(L, 5);
float gy2 = (float)luaL_checknumber(L, 6);
float x1 = (float)luaL_checknumber(L, 7);
float y1 = (float)luaL_checknumber(L, 8);
float x2 = (float)luaL_checknumber(L, 9);
float y2 = (float)luaL_checknumber(L, 10);
float ratio = (float)luaL_optnumber(L, 11, 1.0);
bool collideConnected = luax_optboolean(L, 12, true); // PulleyJoints default to colliding connected bodies, see b2PulleyJoint.h
PulleyJoint * j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio, collideConnected);
luax_newtype(L, "PulleyJoint", PHYSICS_PULLEY_JOINT_T, (void*)j);
return 1;
}
int w_newGearJoint(lua_State * L)
{
Joint * joint1 = luax_checktype<Joint>(L, 1, "Joint", PHYSICS_JOINT_T);
Joint * joint2 = luax_checktype<Joint>(L, 2, "Joint", PHYSICS_JOINT_T);
float ratio = (float)luaL_optnumber(L, 3, 1.0);
bool collideConnected = luax_optboolean(L, 4, false);
GearJoint * j = instance->newGearJoint(joint1, joint2, ratio, collideConnected);
luax_newtype(L, "GearJoint", PHYSICS_GEAR_JOINT_T, (void*)j);
return 1;
}
int w_newFrictionJoint(lua_State * L)
{
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
bool collideConnected = luax_optboolean(L, 5, false);
FrictionJoint * j = instance->newFrictionJoint(body1, body2, x, y, collideConnected);
luax_newtype(L, "FrictionJoint", PHYSICS_FRICTION_JOINT_T, (void*)j);
return 1;
}
int w_newWeldJoint(lua_State * L)
{
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
bool collideConnected = luax_optboolean(L, 5, false);
WeldJoint * j = instance->newWeldJoint(body1, body2, x, y, collideConnected);
luax_newtype(L, "WeldJoint", PHYSICS_WELD_JOINT_T, (void*)j);
return 1;
}
int w_newWheelJoint(lua_State * L)
{
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
float ax = (float)luaL_checknumber(L, 5);
float ay = (float)luaL_checknumber(L, 6);
bool collideConnected = luax_optboolean(L, 7, false);
WheelJoint * j = instance->newWheelJoint(body1, body2, x, y, ax, ay, collideConnected);
luax_newtype(L, "WheelJoint", PHYSICS_WHEEL_JOINT_T, (void*)j);
return 1;
}
int w_newRopeJoint(lua_State * L)
{
Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x1 = (float)luaL_checknumber(L, 3);
float y1 = (float)luaL_checknumber(L, 4);
float x2 = (float)luaL_checknumber(L, 5);
float y2 = (float)luaL_checknumber(L, 6);
float maxLength = (float)luaL_checknumber(L, 7);
bool collideConnected = luax_optboolean(L, 8, false);
RopeJoint * j = instance->newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
luax_newtype(L, "RopeJoint", PHYSICS_ROPE_JOINT_T, (void*)j);
return 1;
}
int w_setMeter(lua_State * L)
{
int arg1 = luaL_checkint(L, 1);
Physics::setMeter(arg1);
return 0;
}
int w_getMeter(lua_State * L)
{
lua_pushinteger(L, Physics::getMeter());
return 1;
}
// List of functions to wrap.
static const luaL_Reg functions[] = {
{ "newWorld", w_newWorld },
{ "newBody", w_newBody },
{ "newCircleShape", w_newCircleShape },
{ "newRectangleShape", w_newRectangleShape },
{ "newPolygonShape", w_newPolygonShape },
{ "newEdgeShape", w_newEdgeShape },
{ "newChainShape", w_newChainShape },
{ "newDistanceJoint", w_newDistanceJoint },
{ "newMouseJoint", w_newMouseJoint },
{ "newRevoluteJoint", w_newRevoluteJoint },
{ "newPrismaticJoint", w_newPrismaticJoint },
{ "newPulleyJoint", w_newPulleyJoint },
{ "newGearJoint", w_newGearJoint },
{ "newFrictionJoint", w_newFrictionJoint },
{ "newWeldJoint", w_newWeldJoint },
{ "newWheelJoint", w_newWheelJoint },
{ "newRopeJoint", w_newRopeJoint },
{ "getMeter", w_getMeter },
{ "setMeter", w_setMeter },
{ 0, 0 },
};
static const lua_CFunction types[] = {
luaopen_world,
luaopen_contact,
luaopen_body,
luaopen_shape,
luaopen_circleshape,
luaopen_polygonshape,
luaopen_edgeshape,
luaopen_chainshape,
luaopen_joint,
luaopen_mousejoint,
luaopen_distancejoint,
luaopen_prismaticjoint,
luaopen_revolutejoint,
luaopen_pulleyjoint,
luaopen_gearjoint,
luaopen_frictionjoint,
luaopen_weldjoint,
luaopen_wheeljoint,
luaopen_ropejoint,
0
};
int luaopen_love_physics(lua_State * L)
{
if(instance == 0)
{
try
{
instance = new Physics();
}
catch(Exception & e)
{
return luaL_error(L, e.what());
}
}
else
instance->retain();
WrappedModule w;
w.module = instance;
w.name = "physics";
w.flags = MODULE_T;
w.functions = functions;
w.types = types;
return luax_register_module(L, w);
}
} // box2d
} // physics
} // love