mirror of
https://github.com/love2d/love.git
synced 2026-08-12 00:20:52 +02:00
471 lines
11 KiB
C++
471 lines
11 KiB
C++
/**
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* Copyright (c) 2006-2021 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 "Physics.h"
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// LOVE
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#include "common/math.h"
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#include "wrap_Body.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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// TODO: Make this not static.
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float Physics::meter = Physics::DEFAULT_METER;
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Physics::Physics()
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{
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meter = DEFAULT_METER;
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}
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Physics::~Physics()
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{
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}
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const char *Physics::getName() const
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{
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return "love.physics.box2d";
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}
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World *Physics::newWorld(float gx, float gy, bool sleep)
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{
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return new World(b2Vec2(gx, gy), sleep);
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}
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Body *Physics::newBody(World *world, float x, float y, Body::Type type)
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{
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return new Body(world, b2Vec2(x, y), type);
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}
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Body *Physics::newBody(World *world, Body::Type type)
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{
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return new Body(world, b2Vec2(0, 0), type);
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}
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CircleShape *Physics::newCircleShape(float radius)
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{
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return newCircleShape(0, 0, radius);
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}
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CircleShape *Physics::newCircleShape(float x, float y, float radius)
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{
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b2CircleShape *s = new b2CircleShape();
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s->m_p = Physics::scaleDown(b2Vec2(x, y));
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s->m_radius = Physics::scaleDown(radius);
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return new CircleShape(s);
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}
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PolygonShape *Physics::newRectangleShape(float w, float h)
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{
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return newRectangleShape(0, 0, w, h, 0);
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}
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PolygonShape *Physics::newRectangleShape(float x, float y, float w, float h)
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{
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return newRectangleShape(x, y, w, h, 0);
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}
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PolygonShape *Physics::newRectangleShape(float x, float y, float w, float h, float angle)
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{
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b2PolygonShape *s = new b2PolygonShape();
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s->SetAsBox(Physics::scaleDown(w/2.0f), Physics::scaleDown(h/2.0f), Physics::scaleDown(b2Vec2(x, y)), angle);
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return new PolygonShape(s);
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}
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EdgeShape *Physics::newEdgeShape(float x1, float y1, float x2, float y2, bool oneSided)
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{
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b2EdgeShape *s = new b2EdgeShape();
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if (oneSided)
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{
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b2Vec2 v1 = Physics::scaleDown(b2Vec2(x1, y1));
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b2Vec2 v2 = Physics::scaleDown(b2Vec2(x2, y2));
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s->SetOneSided(v1, v1, v2, v2);
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}
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else
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{
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s->SetTwoSided(Physics::scaleDown(b2Vec2(x1, y1)), Physics::scaleDown(b2Vec2(x2, y2)));
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}
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return new EdgeShape(s);
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}
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int Physics::newPolygonShape(lua_State *L)
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{
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int argc = lua_gettop(L);
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bool istable = lua_istable(L, 1);
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if (istable)
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argc = (int) luax_objlen(L, 1);
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if (argc % 2 != 0)
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return luaL_error(L, "Number of vertex components must be a multiple of two.");
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// 3 to 8 (b2_maxPolygonVertices) vertices
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int vcount = argc / 2;
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if (vcount < 3)
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return luaL_error(L, "Expected a minimum of 3 vertices, got %d.", vcount);
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else if (vcount > b2_maxPolygonVertices)
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return luaL_error(L, "Expected a maximum of %d vertices, got %d.", b2_maxPolygonVertices, vcount);
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b2Vec2 vecs[b2_maxPolygonVertices];
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if (istable)
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{
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for (int i = 0; i < vcount; i++)
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{
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lua_rawgeti(L, 1, 1 + i * 2);
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lua_rawgeti(L, 1, 2 + i * 2);
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float x = (float)luaL_checknumber(L, -2);
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float y = (float)luaL_checknumber(L, -1);
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vecs[i] = Physics::scaleDown(b2Vec2(x, y));
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lua_pop(L, 2);
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}
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}
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else
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{
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for (int i = 0; i < vcount; i++)
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{
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float x = (float)luaL_checknumber(L, 1 + i * 2);
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float y = (float)luaL_checknumber(L, 2 + i * 2);
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vecs[i] = Physics::scaleDown(b2Vec2(x, y));
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}
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}
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b2PolygonShape *s = new b2PolygonShape();
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try
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{
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s->Set(vecs, vcount);
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}
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catch (love::Exception &)
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{
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delete s;
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throw;
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}
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PolygonShape *p = new PolygonShape(s);
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luax_pushtype(L, p);
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p->release();
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return 1;
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}
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int Physics::newChainShape(lua_State *L)
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{
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int argc = lua_gettop(L)-1; // first argument is looping
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bool istable = lua_istable(L, 2);
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if (istable)
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argc = (int) luax_objlen(L, 2);
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if (argc == 0 || argc % 2 != 0)
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return luaL_error(L, "Number of vertex components must be a multiple of two.");
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int vcount = argc/2;
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bool loop = luax_checkboolean(L, 1);
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b2Vec2 *vecs = new b2Vec2[vcount];
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if (istable)
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{
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for (int i = 0; i < vcount; i++)
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{
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lua_rawgeti(L, 2, 1 + i * 2);
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lua_rawgeti(L, 2, 2 + i * 2);
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float x = (float)lua_tonumber(L, -2);
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float y = (float)lua_tonumber(L, -1);
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vecs[i] = Physics::scaleDown(b2Vec2(x, y));
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lua_pop(L, 2);
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}
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}
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else
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{
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for (int i = 0; i < vcount; i++)
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{
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float x = (float)luaL_checknumber(L, 2 + i * 2);
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float y = (float)luaL_checknumber(L, 3 + i * 2);
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vecs[i] = Physics::scaleDown(b2Vec2(x, y));
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}
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}
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b2ChainShape *s = new b2ChainShape();
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try
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{
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if (loop)
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s->CreateLoop(vecs, vcount);
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else
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s->CreateChain(vecs, vcount, vecs[0], vecs[vcount-1]);
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}
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catch (love::Exception &)
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{
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delete[] vecs;
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delete s;
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throw;
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}
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delete[] vecs;
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ChainShape *c = new ChainShape(s);
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luax_pushtype(L, c);
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c->release();
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return 1;
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}
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DistanceJoint *Physics::newDistanceJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, bool collideConnected)
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{
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return new DistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);
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}
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MouseJoint *Physics::newMouseJoint(Body *body, float x, float y)
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{
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return new MouseJoint(body, x, y);
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}
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RevoluteJoint *Physics::newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
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{
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return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected);
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}
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RevoluteJoint *Physics::newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
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{
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return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle);
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}
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PrismaticJoint *Physics::newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
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{
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return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
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}
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PrismaticJoint *Physics::newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle)
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{
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return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected, referenceAngle);
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}
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PulleyJoint *Physics::newPulleyJoint(Body *body1, Body *body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
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{
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return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio, collideConnected);
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}
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GearJoint *Physics::newGearJoint(Joint *joint1, Joint *joint2, float ratio, bool collideConnected)
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{
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return new GearJoint(joint1, joint2, ratio, collideConnected);
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}
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FrictionJoint *Physics::newFrictionJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
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{
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return new FrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected);
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}
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WeldJoint *Physics::newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected)
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{
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return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);
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}
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WeldJoint *Physics::newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle)
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{
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return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle);
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}
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WheelJoint *Physics::newWheelJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
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{
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return new WheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
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}
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RopeJoint *Physics::newRopeJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected)
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{
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return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
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}
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MotorJoint *Physics::newMotorJoint(Body *body1, Body *body2)
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{
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return new MotorJoint(body1, body2);
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}
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MotorJoint *Physics::newMotorJoint(Body *body1, Body *body2, float correctionFactor, bool collideConnected)
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{
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return new MotorJoint(body1, body2, correctionFactor, collideConnected);
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}
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Fixture *Physics::newFixture(Body *body, Shape *shape, float density)
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{
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return new Fixture(body, shape, density);
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}
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int Physics::getDistance(lua_State *L)
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{
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Fixture *fixtureA = luax_checktype<Fixture>(L, 1);
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Fixture *fixtureB = luax_checktype<Fixture>(L, 2);
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b2DistanceProxy pA, pB;
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b2DistanceInput i;
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b2DistanceOutput o;
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b2SimplexCache c;
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c.count = 0;
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luax_catchexcept(L, [&]() {
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pA.Set(fixtureA->fixture->GetShape(), 0);
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pB.Set(fixtureB->fixture->GetShape(), 0);
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i.proxyA = pA;
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i.proxyB = pB;
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i.transformA = fixtureA->fixture->GetBody()->GetTransform();
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i.transformB = fixtureB->fixture->GetBody()->GetTransform();
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i.useRadii = true;
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b2Distance(&o, &c, &i);
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});
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lua_pushnumber(L, Physics::scaleUp(o.distance));
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lua_pushnumber(L, Physics::scaleUp(o.pointA.x));
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lua_pushnumber(L, Physics::scaleUp(o.pointA.y));
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lua_pushnumber(L, Physics::scaleUp(o.pointB.x));
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lua_pushnumber(L, Physics::scaleUp(o.pointB.y));
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return 5;
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}
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void Physics::setMeter(float scale)
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{
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if (scale < 1) throw love::Exception("Physics error: invalid meter");
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Physics::meter = scale;
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}
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float Physics::getMeter()
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{
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return meter;
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}
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void Physics::scaleDown(float &x, float &y)
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{
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x /= meter;
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y /= meter;
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}
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void Physics::scaleUp(float &x, float &y)
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{
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x *= meter;
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y *= meter;
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}
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float Physics::scaleDown(float f)
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{
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return f/meter;
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}
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float Physics::scaleUp(float f)
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{
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return f*meter;
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}
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b2Vec2 Physics::scaleDown(const b2Vec2 &v)
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{
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b2Vec2 t = v;
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scaleDown(t.x, t.y);
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return t;
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}
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b2Vec2 Physics::scaleUp(const b2Vec2 &v)
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{
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b2Vec2 t = v;
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scaleUp(t.x, t.y);
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return t;
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}
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b2AABB Physics::scaleDown(const b2AABB &aabb)
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{
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b2AABB t;
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t.lowerBound = scaleDown(aabb.lowerBound);
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t.upperBound = scaleDown(aabb.upperBound);
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return t;
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}
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b2AABB Physics::scaleUp(const b2AABB &aabb)
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{
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b2AABB t;
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t.lowerBound = scaleUp(aabb.lowerBound);
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t.upperBound = scaleUp(aabb.upperBound);
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return t;
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}
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void Physics::b2LinearFrequency(float& frequency, float& ratio, float stiffness, float damping, b2Body* bodyA, b2Body* bodyB)
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{
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float massA = bodyA->GetMass();
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float massB = bodyB->GetMass();
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float mass;
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if (massA > 0.0f && massB > 0.0f)
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{
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mass = massA * massB / (massA + massB);
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}
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else if (massA > 0.0f)
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{
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mass = massA;
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}
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else
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{
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mass = massB;
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}
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if (mass == 0.0f || stiffness <= 0.0f)
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{
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frequency = 0.0f;
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ratio = 0.0f;
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return;
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};
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float omega = b2Sqrt(stiffness / mass);
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frequency = omega / (2.0f * b2_pi);
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ratio = damping / (mass * 2.0f * omega);
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}
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void Physics::b2AngularFrequency(float& frequency, float& ratio, float stiffness, float damping, b2Body* bodyA, b2Body* bodyB)
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{
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float IA = bodyA->GetInertia();
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float IB = bodyB->GetInertia();
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float I;
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if (IA > 0.0f && IB > 0.0f)
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{
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I = IA * IB / (IA + IB);
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}
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else if (IA > 0.0f)
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{
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I = IA;
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}
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else
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{
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I = IB;
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}
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if (I == 0.0f || stiffness <= 0.0f)
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{
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frequency = 0.0f;
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ratio = 0.0f;
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return;
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};
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float omega = b2Sqrt(stiffness / I);
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frequency = omega / (2.0f * b2_pi);
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ratio = damping / (I * 2.0f * omega);
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}
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} // box2d
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} // physics
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} // love
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