mirror of
https://github.com/love2d/love.git
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156 lines
4.0 KiB
C++
156 lines
4.0 KiB
C++
/**
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* Copyright (c) 2006-2016 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 "Shape.h"
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// Module
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#include "Body.h"
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#include "World.h"
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#include "Physics.h"
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#include "common/Memoizer.h"
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// STD
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#include <bitset>
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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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Shape::Shape()
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: shape(NULL)
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, own(false)
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{
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}
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Shape::Shape(b2Shape *shape, bool own)
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: shape(shape)
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, own(own)
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{
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if (own)
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Memoizer::add(shape, this);
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}
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Shape::~Shape()
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{
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if (shape && own)
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{
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Memoizer::remove(shape);
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delete shape;
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}
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shape = 0;
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}
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Shape::Type Shape::getType() const
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{
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switch (shape->GetType())
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{
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case b2Shape::e_circle:
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return SHAPE_CIRCLE;
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case b2Shape::e_polygon:
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return SHAPE_POLYGON;
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case b2Shape::e_edge:
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return SHAPE_EDGE;
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case b2Shape::e_chain:
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return SHAPE_CHAIN;
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default:
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return SHAPE_INVALID;
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}
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}
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float Shape::getRadius() const
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{
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return Physics::scaleUp(shape->m_radius);
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}
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int Shape::getChildCount() const
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{
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return shape->GetChildCount();
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}
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bool Shape::testPoint(float x, float y, float r, float px, float py) const
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{
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b2Vec2 point(px, py);
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b2Transform transform(Physics::scaleDown(b2Vec2(x, y)), b2Rot(r));
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return shape->TestPoint(transform, Physics::scaleDown(point));
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}
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int Shape::rayCast(lua_State *L) const
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{
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float p1x = Physics::scaleDown((float)luaL_checknumber(L, 1));
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float p1y = Physics::scaleDown((float)luaL_checknumber(L, 2));
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float p2x = Physics::scaleDown((float)luaL_checknumber(L, 3));
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float p2y = Physics::scaleDown((float)luaL_checknumber(L, 4));
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float maxFraction = (float)luaL_checknumber(L, 5);
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float x = Physics::scaleDown((float)luaL_checknumber(L, 6));
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float y = Physics::scaleDown((float)luaL_checknumber(L, 7));
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float r = (float)luaL_checknumber(L, 8);
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int childIndex = (int) luaL_optnumber(L, 9, 1) - 1; // Convert from 1-based index
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b2RayCastInput input;
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input.p1.Set(p1x, p1y);
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input.p2.Set(p2x, p2y);
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input.maxFraction = maxFraction;
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b2Transform transform(b2Vec2(x, y), b2Rot(r));
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b2RayCastOutput output;
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if (!shape->RayCast(&output, input, transform, childIndex))
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return 0; // No hit.
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lua_pushnumber(L, output.normal.x);
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lua_pushnumber(L, output.normal.y);
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lua_pushnumber(L, output.fraction);
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return 3;
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}
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int Shape::computeAABB(lua_State *L) const
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{
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float x = Physics::scaleDown((float)luaL_checknumber(L, 1));
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float y = Physics::scaleDown((float)luaL_checknumber(L, 2));
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float r = (float)luaL_checknumber(L, 3);
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int childIndex = (int) luaL_optnumber(L, 4, 1) - 1; // Convert from 1-based index
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b2Transform transform(b2Vec2(x, y), b2Rot(r));
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b2AABB box;
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shape->ComputeAABB(&box, transform, childIndex);
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box = Physics::scaleUp(box);
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lua_pushnumber(L, box.lowerBound.x);
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lua_pushnumber(L, box.lowerBound.y);
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lua_pushnumber(L, box.upperBound.x);
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lua_pushnumber(L, box.upperBound.y);
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return 4;
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}
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int Shape::computeMass(lua_State *L) const
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{
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float density = (float)luaL_checknumber(L, 1);
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b2MassData data;
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shape->ComputeMass(&data, density);
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b2Vec2 center = Physics::scaleUp(data.center);
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lua_pushnumber(L, center.x);
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lua_pushnumber(L, center.y);
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lua_pushnumber(L, data.mass);
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lua_pushnumber(L, Physics::scaleUp(Physics::scaleUp(data.I)));
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return 4;
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}
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} // box2d
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} // physics
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} // love
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