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love/src/modules/physics/box2d/Shape.h
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/**
* Copyright (c) 2006-2009 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.
**/
#ifndef LOVE_PHYSICS_BOX2D_SHAPE_H
#define LOVE_PHYSICS_BOX2D_SHAPE_H
// LOVE
#include <physics/Shape.h>
#include <common/Reference.h>
// Box2D
#include "Include/Box2D.h"
namespace love
{
namespace physics
{
namespace box2d
{
// Forward declarations.
class Body;
/**
* This struct is stored in a void pointer
* in the Box2D Shape class. For now, all we
* need is a Lua reference to arbitrary data,
* but we might need more later.
**/
struct shapeudata
{
// Reference to arbitrary data.
Reference * ref;
};
/**
* A Shape is geometry attached to a Body.
* A Body has position and orientation, and
* a Shape's geometry will be affected by the parent
* body's transformation.
**/
class Shape : public love::physics::Shape
{
protected:
// A pointer to the parent Body. If the Body
// is destroyed, all child shapes are destroyed as well.
// This ensures that all child shapes are always destroyed
// *before* the parent Body.
Body * body;
// The Box2D shape.
b2Shape * shape;
// Our shape data, to be stored in
// the Box2D shape.
shapeudata * data;
public:
/**
* Creates a Shape attatched to the specified
* Body.
**/
Shape(Body * body);
virtual ~Shape();
/**
* Gets the type of Shape. Useful for
* debug drawing.
**/
Type getType() const;
/**
* Sets the friction of the Shape.
* @param friction The new friction.
**/
void setFriction(float friction);
/**
* Sets the restitution for the Shape.
* @param restitution The restitution.
**/
void setRestitution(float restitution);
/**
* Sets the density of the Shape.
* @param density The density of the Shape.
**/
void setDensity(float density);
/**
* Set whether this shape should be a sensor or not.
* @param sensor True if sensor, false if not.
**/
void setSensor(bool sensor);
/**
* Gets the friction of the Shape.
* @returns The friction.
**/
float getFriction() const;
/**
* Gets the restitution of the Shape.
* @return The restitution of the Shape.
**/
float getRestituion() const;
/**
* Gets the density of the Shape.
* @return The density.
**/
float getDensity() const;
/**
* Checks whether this Shape acts as a sensor.
* @return True if sensor, false otherwise.
**/
bool isSensor() const;
/**
* Get the body attatched to this Shape.
* @return The parent Body.
**/
Body * getBody() const;
/**
* Checks if a point is inside the Shape.
* @param x The x-component of the Shape.
* @param y The y-component of the Shape.
**/
bool testPoint(float x, float y) const;
/**
* Tests whether a line segment intersects a Shape.
**/
int testSegment(lua_State * L);
/**
* Sets the filter data. An integer array is used even though the
* first two elements are unsigned shorts. The elements are:
* category (16-bits), mask (16-bits) and group (32-bits/int).
**/
void setFilterData(int * v);
/**
* Gets the filter data. An integer array is used even though the
* first two elements are unsigned shorts. The elements are:
* category (16-bits), mask (16-bits) and group (32-bits/int).
**/
void getFilterData(int * v);
int setCategory(lua_State * L);
int setMask(lua_State * L);
int getCategory(lua_State * L);
int getMask(lua_State * L);
uint16 getBits(lua_State * L);
int pushBits(lua_State * L, uint16 bits);
/**
* This function stores an in-C reference to
* arbitrary Lua data in the Box2D shape object.
*
* The data set here will be passed to the collision
* handler when collisions occur.
**/
int setData(lua_State * L);
/**
* Gets the data set with setData. If no
* data is set, nil is returned.
**/
int getData(lua_State * L);
/**
* Gets the bounding box for this Shape.
* The function returns eight values which can be
* passed directly to love.graphics.polygon.
**/
int getBoundingBox(lua_State * L);
};
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_SHAPE_H