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https://github.com/love2d/love.git
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223 lines
5.0 KiB
C++
223 lines
5.0 KiB
C++
/**
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* Copyright (c) 2006-2014 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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#ifndef LOVE_PHYSICS_BOX2D_FIXTURE_H
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#define LOVE_PHYSICS_BOX2D_FIXTURE_H
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// LOVE
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#include "physics/Shape.h"
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#include "physics/box2d/Body.h"
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#include "physics/box2d/Shape.h"
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#include "common/Object.h"
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#include "common/Reference.h"
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// Box2D
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#include <Box2D/Box2D.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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/**
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* This struct is stored in a void pointer
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* in the Box2D Fixture class. For now, all we
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* need is a Lua reference to arbitrary data,
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* but we might need more later.
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**/
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struct fixtureudata
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{
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// Reference to arbitrary data.
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Reference *ref;
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};
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/**
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* A Fixture is used to attach a shape to a body for collision detection.
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* A Fixture inherits its transform from its parent. Fixtures hold
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* additional non-geometric data such as friction, collision filters,
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* etc.
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**/
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class Fixture : public Object
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{
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public:
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friend class Physics;
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/**
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* Creates a Fixture.
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**/
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Fixture(Body *body, Shape *shape, float density);
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/**
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* Creates a Fixture.
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**/
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Fixture(b2Fixture *f);
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virtual ~Fixture();
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/**
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* Gets the type of the Fixture's Shape. Useful for
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* debug drawing.
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**/
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Shape::Type getType() const;
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/**
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* Gets the Shape attached to this Fixture.
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**/
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Shape *getShape() const;
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/**
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* Returns true if the fixture is active in a Box2D world.
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**/
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bool isValid() const;
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/**
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* Checks whether this Fixture acts as a sensor.
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* @return True if sensor, false otherwise.
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**/
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bool isSensor() const;
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/**
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* Set whether this Fixture should be a sensor or not.
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* @param sensor True if sensor, false if not.
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**/
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void setSensor(bool sensor);
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/**
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* Gets the Body this Fixture is attached to.
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**/
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Body *getBody() const;
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/**
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* Sets the filter data. An integer array is used even though the
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* first two elements are unsigned shorts. The elements are:
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* category (16-bits), mask (16-bits) and group (32-bits/int).
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**/
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void setFilterData(int *v);
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/**
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* Gets the filter data. An integer array is used even though the
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* first two elements are unsigned shorts. The elements are:
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* category (16-bits), mask (16-bits) and group (32-bits/int).
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**/
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void getFilterData(int *v);
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/**
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* This function stores an in-C reference to
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* arbitrary Lua data in the Box2D Fixture object.
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**/
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int setUserData(lua_State *L);
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/**
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* Gets the data set with setData. If no
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* data is set, nil is returned.
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**/
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int getUserData(lua_State *L);
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/**
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* Sets the friction of the Fixture.
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* @param friction The new friction.
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**/
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void setFriction(float friction);
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/**
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* Sets the restitution for the Fixture.
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* @param restitution The restitution.
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**/
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void setRestitution(float restitution);
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/**
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* Sets the density of the Fixture.
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* @param density The density of the Fixture.
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**/
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void setDensity(float density);
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/**
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* Gets the friction of the Fixture.
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* @returns The friction.
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**/
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float getFriction() const;
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/**
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* Gets the restitution of the Fixture.
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* @return The restitution of the Fixture.
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**/
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float getRestitution() const;
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/**
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* Gets the density of the Fixture.
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* @return The density.
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**/
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float getDensity() const;
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/**
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* Checks if a point is inside the Fixture.
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* @param x The x-component of the point.
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* @param y The y-component of the point.
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**/
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bool testPoint(float x, float y) const;
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/**
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* Cast a ray against this Fixture.
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**/
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int rayCast(lua_State *L) const;
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void setGroupIndex(int index);
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int getGroupIndex() const;
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int setCategory(lua_State *L);
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int setMask(lua_State *L);
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int getCategory(lua_State *L);
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int getMask(lua_State *L);
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uint16 getBits(lua_State *L);
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int pushBits(lua_State *L, uint16 bits);
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/**
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* Gets the bounding box for this Fixture.
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* The function returns eight values which can be
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* passed directly to love.graphics.polygon.
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**/
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int getBoundingBox(lua_State *L) const;
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/**
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* Gets the mass data for this Fixture.
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* This operation may be expensive.
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**/
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int getMassData(lua_State *L) const;
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/**
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* Destroys this fixture.
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**/
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void destroy(bool implicit = false);
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protected:
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Body *body;
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fixtureudata *data;
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b2Fixture *fixture;
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};
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} // box2d
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} // physics
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} // love
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#endif // LOVE_PHYSICS_BOX2D_FIXTURE_H
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