mirror of
https://github.com/love2d/love.git
synced 2026-08-15 15:51:12 +02:00
dd3993623b
--HG-- branch : box2d-update
195 lines
4.8 KiB
C++
195 lines
4.8 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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#include "wrap_World.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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World * luax_checkworld(lua_State * L, int idx)
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{
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return luax_checktype<World>(L, idx, "World", PHYSICS_WORLD_T);
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}
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int w_World_update(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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float dt = (float)luaL_checknumber(L, 2);
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t->update(dt);
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return 0;
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}
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int w_World_setCallbacks(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_remove(L, 1);
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return t->setCallbacks(L);
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}
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int w_World_getCallbacks(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_remove(L, 1);
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return t->getCallbacks(L);
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}
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int w_World_setContactFilter(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_remove(L, 1);
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return t->setContactFilter(L);
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}
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int w_World_getContactFilter(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_remove(L, 1);
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return t->getContactFilter(L);
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}
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int w_World_setGravity(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_checknumber(L, 3);
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t->setGravity(arg1, arg2);
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return 0;
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}
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int w_World_getGravity(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_remove(L, 1);
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return t->getGravity(L);
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}
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int w_World_setAllowSleeping(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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bool b = luax_toboolean(L, 2);
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t->setAllowSleeping(b);
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return 0;
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}
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int w_World_getAllowSleeping(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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luax_pushboolean(L, t->getAllowSleeping());
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return 1;
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}
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int w_World_isLocked(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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luax_pushboolean(L, t->isLocked());
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return 1;
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}
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int w_World_getBodyCount(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_pushinteger(L, t->getBodyCount());
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return 1;
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}
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int w_World_getJointCount(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_pushinteger(L, t->getJointCount());
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return 1;
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}
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int w_World_getContactCount(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_pushinteger(L, t->getContactCount());
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return 1;
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}
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int w_World_getBodyList(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_remove(L, 1);
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return t->getBodyList(L);
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}
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int w_World_getJointList(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_remove(L, 1);
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return t->getJointList(L);
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}
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int w_World_getContactList(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_remove(L, 1);
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return t->getContactList(L);
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}
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int w_World_queryBoundingBox(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_remove(L, 1);
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return t->queryBoundingBox(L);
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}
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int w_World_rayCast(lua_State * L)
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{
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World * t = luax_checkworld(L, 1);
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lua_remove(L, 1);
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return t->rayCast(L);
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}
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static const luaL_Reg functions[] = {
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{ "update", w_World_update },
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{ "setCallbacks", w_World_setCallbacks },
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{ "getCallbacks", w_World_getCallbacks },
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{ "setContactFilter", w_World_setContactFilter },
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{ "getContactFilter", w_World_getContactFilter },
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{ "setGravity", w_World_setGravity },
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{ "getGravity", w_World_getGravity },
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{ "setAllowSleeping", w_World_setAllowSleeping },
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{ "getAllowSleeping", w_World_getAllowSleeping },
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{ "isLocked", w_World_isLocked },
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{ "getBodyCount", w_World_getBodyCount },
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{ "getJointCount", w_World_getJointCount },
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{ "getContactCount", w_World_getContactCount },
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{ "getBodyList", w_World_getBodyList },
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{ "getJointList", w_World_getJointList },
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{ "getContactList", w_World_getContactList },
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{ "queryBoundingBox", w_World_queryBoundingBox },
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{ "rayCast", w_World_rayCast },
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{ 0, 0 }
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};
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int luaopen_world(lua_State * L)
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{
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return luax_register_type(L, "World", functions);
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}
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} // box2d
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} // physics
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} // love
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