mirror of
https://github.com/love2d/love.git
synced 2026-08-14 01:20:56 +02:00
367dbc2ecc
--HG-- branch : box2d-update
351 lines
11 KiB
C++
351 lines
11 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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// LOVE
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#include "wrap_Physics.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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static Physics * instance = 0;
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int w_newWorld(lua_State * L)
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{
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float gx = (float)luaL_optnumber(L, 1, 0);
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float gy = (float)luaL_optnumber(L, 2, 0);
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bool sleep = luax_optboolean(L, 3, true);
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int meter = (int)luaL_optnumber(L, 4, Physics::DEFAULT_METER);
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World * w = instance->newWorld(gx, gy, sleep, meter);
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luax_newtype(L, "World", PHYSICS_WORLD_T, (void*)w);
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return 1;
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}
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int w_newBody(lua_State * L)
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{
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World * world = luax_checktype<World>(L, 1, "World", PHYSICS_WORLD_T);
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float x = (float)luaL_optnumber(L, 2, 0.0);
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float y = (float)luaL_optnumber(L, 3, 0.0);
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Body * body = instance->newBody(world, x, y);
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luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body);
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return 1;
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}
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int w_newCircleShape(lua_State * L)
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{
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int top = lua_gettop(L);
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if(top == 1)
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{
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float radius = (float)luaL_checknumber(L, 1);
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CircleShape * shape = instance->newCircleShape(radius);
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luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape);
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return 1;
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}
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else if(top == 3)
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{
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float x = (float)luaL_checknumber(L, 1);
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float y = (float)luaL_checknumber(L, 2);
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float radius = (float)luaL_checknumber(L, 3);
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CircleShape * shape = instance->newCircleShape(x, y, radius);
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luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape);
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return 1;
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}
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else
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return luaL_error(L, "Incorrect number of parameters");
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}
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int w_newRectangleShape(lua_State * L)
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{
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int top = lua_gettop(L);
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if(top == 2)
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{
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float w = (float)luaL_checknumber(L, 1);
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float h = (float)luaL_checknumber(L, 2);
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PolygonShape * shape = instance->newRectangleShape(w, h);
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luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape);
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return 1;
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}
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else if(top == 4 || top == 5)
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{
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float x = (float)luaL_checknumber(L, 1);
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float y = (float)luaL_checknumber(L, 2);
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float w = (float)luaL_checknumber(L, 3);
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float h = (float)luaL_checknumber(L, 4);
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float angle = (float)luaL_optnumber(L, 5, 0);
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PolygonShape * shape = instance->newRectangleShape(x, y, w, h, angle);
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luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape);
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return 1;
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}
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else
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return luaL_error(L, "Incorrect number of parameters");
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}
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int w_newEdgeShape(lua_State * L)
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{
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float x1 = (float)luaL_checknumber(L, 1);
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float y1 = (float)luaL_checknumber(L, 2);
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float x2 = (float)luaL_checknumber(L, 3);
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float y2 = (float)luaL_checknumber(L, 4);
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EdgeShape * shape = instance->newEdgeShape(x1, y1, x2, y2);
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luax_newtype(L, "EdgeShape", PHYSICS_EDGE_SHAPE_T, (void*)shape);
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return 1;
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}
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int w_newPolygonShape(lua_State * L)
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{
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return instance->newPolygonShape(L);
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}
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int w_newChainShape(lua_State * L)
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{
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return instance->newChainShape(L);
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}
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int w_newDistanceJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x1 = (float)luaL_checknumber(L, 3);
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float y1 = (float)luaL_checknumber(L, 4);
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float x2 = (float)luaL_checknumber(L, 5);
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float y2 = (float)luaL_checknumber(L, 6);
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bool collideConnected = luax_optboolean(L, 7, false);
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DistanceJoint * j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);
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luax_newtype(L, "DistanceJoint", PHYSICS_DISTANCE_JOINT_T, (void*)j);
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return 1;
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}
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int w_newMouseJoint(lua_State * L)
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{
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Body * body = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 2);
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float y = (float)luaL_checknumber(L, 3);
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MouseJoint * j = instance->newMouseJoint(body, x, y);
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luax_newtype(L, "MouseJoint", PHYSICS_MOUSE_JOINT_T, (void*)j);
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return 1;
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}
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int w_newRevoluteJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 3);
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float y = (float)luaL_checknumber(L, 4);
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bool collideConnected = luax_optboolean(L, 5, false);
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RevoluteJoint * j = instance->newRevoluteJoint(body1, body2, x, y, collideConnected);
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luax_newtype(L, "RevoluteJoint", PHYSICS_REVOLUTE_JOINT_T, (void*)j);
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return 1;
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}
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int w_newPrismaticJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 3);
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float y = (float)luaL_checknumber(L, 4);
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float ax = (float)luaL_checknumber(L, 5);
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float ay = (float)luaL_checknumber(L, 6);
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bool collideConnected = luax_optboolean(L, 7, false);
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PrismaticJoint * j = instance->newPrismaticJoint(body1, body2, x, y, ax, ay, collideConnected);
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luax_newtype(L, "PrismaticJoint", PHYSICS_PRISMATIC_JOINT_T, (void*)j);
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return 1;
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}
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int w_newPulleyJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float gx1 = (float)luaL_checknumber(L, 3);
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float gy1 = (float)luaL_checknumber(L, 4);
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float gx2 = (float)luaL_checknumber(L, 5);
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float gy2 = (float)luaL_checknumber(L, 6);
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float x1 = (float)luaL_checknumber(L, 7);
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float y1 = (float)luaL_checknumber(L, 8);
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float x2 = (float)luaL_checknumber(L, 9);
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float y2 = (float)luaL_checknumber(L, 10);
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float ratio = (float)luaL_optnumber(L, 11, 1.0);
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bool collideConnected = luax_optboolean(L, 12, true); // PulleyJoints default to colliding connected bodies, see b2PulleyJoint.h
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PulleyJoint * j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio, collideConnected);
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luax_newtype(L, "PulleyJoint", PHYSICS_PULLEY_JOINT_T, (void*)j);
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return 1;
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}
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int w_newGearJoint(lua_State * L)
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{
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Joint * joint1 = luax_checktype<Joint>(L, 1, "Joint", PHYSICS_JOINT_T);
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Joint * joint2 = luax_checktype<Joint>(L, 2, "Joint", PHYSICS_JOINT_T);
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float ratio = (float)luaL_optnumber(L, 3, 1.0);
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bool collideConnected = luax_optboolean(L, 4, false);
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GearJoint * j = instance->newGearJoint(joint1, joint2, ratio, collideConnected);
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luax_newtype(L, "GearJoint", PHYSICS_GEAR_JOINT_T, (void*)j);
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return 1;
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}
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int w_newFrictionJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 3);
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float y = (float)luaL_checknumber(L, 4);
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bool collideConnected = luax_optboolean(L, 5, false);
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FrictionJoint * j = instance->newFrictionJoint(body1, body2, x, y, collideConnected);
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luax_newtype(L, "FrictionJoint", PHYSICS_FRICTION_JOINT_T, (void*)j);
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return 1;
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}
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int w_newWeldJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 3);
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float y = (float)luaL_checknumber(L, 4);
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bool collideConnected = luax_optboolean(L, 5, false);
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WeldJoint * j = instance->newWeldJoint(body1, body2, x, y, collideConnected);
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luax_newtype(L, "WeldJoint", PHYSICS_WELD_JOINT_T, (void*)j);
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return 1;
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}
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int w_newWheelJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x = (float)luaL_checknumber(L, 3);
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float y = (float)luaL_checknumber(L, 4);
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float ax = (float)luaL_checknumber(L, 5);
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float ay = (float)luaL_checknumber(L, 6);
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bool collideConnected = luax_optboolean(L, 7, false);
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WheelJoint * j = instance->newWheelJoint(body1, body2, x, y, ax, ay, collideConnected);
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luax_newtype(L, "WheelJoint", PHYSICS_WHEEL_JOINT_T, (void*)j);
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return 1;
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}
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int w_newRopeJoint(lua_State * L)
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{
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Body * body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
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Body * body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
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float x1 = (float)luaL_checknumber(L, 3);
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float y1 = (float)luaL_checknumber(L, 4);
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float x2 = (float)luaL_checknumber(L, 5);
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float y2 = (float)luaL_checknumber(L, 6);
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float maxLength = (float)luaL_checknumber(L, 7);
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bool collideConnected = luax_optboolean(L, 8, false);
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RopeJoint * j = instance->newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
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luax_newtype(L, "RopeJoint", PHYSICS_ROPE_JOINT_T, (void*)j);
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return 1;
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}
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int w_setMeter(lua_State * L)
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{
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int arg1 = luaL_checkint(L, 1);
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Physics::setMeter(arg1);
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return 0;
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}
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int w_getMeter(lua_State * L)
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{
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lua_pushinteger(L, Physics::getMeter());
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return 1;
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}
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// List of functions to wrap.
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static const luaL_Reg functions[] = {
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{ "newWorld", w_newWorld },
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{ "newBody", w_newBody },
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{ "newCircleShape", w_newCircleShape },
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{ "newRectangleShape", w_newRectangleShape },
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{ "newPolygonShape", w_newPolygonShape },
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{ "newEdgeShape", w_newEdgeShape },
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{ "newChainShape", w_newChainShape },
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{ "newDistanceJoint", w_newDistanceJoint },
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{ "newMouseJoint", w_newMouseJoint },
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{ "newRevoluteJoint", w_newRevoluteJoint },
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{ "newPrismaticJoint", w_newPrismaticJoint },
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{ "newPulleyJoint", w_newPulleyJoint },
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{ "newGearJoint", w_newGearJoint },
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{ "newFrictionJoint", w_newFrictionJoint },
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{ "newWeldJoint", w_newWeldJoint },
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{ "newWheelJoint", w_newWheelJoint },
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{ "newRopeJoint", w_newRopeJoint },
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{ "getMeter", w_getMeter },
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{ "setMeter", w_setMeter },
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{ 0, 0 },
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};
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static const lua_CFunction types[] = {
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luaopen_world,
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luaopen_contact,
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luaopen_body,
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luaopen_shape,
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luaopen_circleshape,
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luaopen_polygonshape,
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luaopen_edgeshape,
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luaopen_chainshape,
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luaopen_joint,
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luaopen_mousejoint,
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luaopen_distancejoint,
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luaopen_prismaticjoint,
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luaopen_revolutejoint,
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luaopen_pulleyjoint,
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luaopen_gearjoint,
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luaopen_frictionjoint,
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luaopen_weldjoint,
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luaopen_wheeljoint,
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luaopen_ropejoint,
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0
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};
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int luaopen_love_physics(lua_State * L)
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{
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if(instance == 0)
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{
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try
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{
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instance = new Physics();
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}
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catch(Exception & e)
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{
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return luaL_error(L, e.what());
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}
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}
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else
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instance->retain();
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WrappedModule w;
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w.module = instance;
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w.name = "physics";
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w.flags = MODULE_T;
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w.functions = functions;
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w.types = types;
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return luax_register_module(L, w);
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}
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} // box2d
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} // physics
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} // love
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