Files
love/src/modules/physics/box2d/World.cpp
T
2011-09-24 16:46:07 -04:00

444 lines
11 KiB
C++

/**
* Copyright (c) 2006-2011 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.
**/
#include "World.h"
#include "Fixture.h"
#include "Shape.h"
#include "Contact.h"
#include "Physics.h"
#include <common/Memoizer.h>
#include <common/Reference.h>
namespace love
{
namespace physics
{
namespace box2d
{
World::ContactCallback::ContactCallback()
: ref(0)
{
}
World::ContactCallback::~ContactCallback()
{
if(ref != 0)
delete ref;
}
void World::ContactCallback::add(b2Contact* contact)
{
/**
* We must copy contacts, since we're not allowed to process
* them inside this function. Removing bodies in this function
* pretty much guarantees segfault. ^^
**/
if(ref != 0)
contacts.push_back(new Contact(contact));
}
void World::ContactCallback::add(b2Contact* contact, const b2ContactImpulse* impulse)
{
if(ref != 0) {
contacts.push_back(new Contact(contact));
impulses.push_back(impulse);
}
}
void World::ContactCallback::process()
{
// Process contacts.
if(ref != 0)
{
lua_State * L = ref->getL();
for(int i = 0;i<(int)contacts.size();i++)
{
// Push the function.
ref->push();
// Push first fixture.
{
Fixture * a = (Fixture *)Memoizer::find(contacts[i]->contact->GetFixtureA());
if(a != 0)
luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)a);
else
throw love::Exception("A fixture has escaped Memoizer!");
}
// Push second userdata.
{
Fixture * b = (Fixture *)Memoizer::find(contacts[i]->contact->GetFixtureB());
if(b != 0)
luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)b);
else
throw love::Exception("A fixture has escaped Memoizer!");
}
luax_newtype(L, "Contact", (PHYSICS_CONTACT_T), (void*)contacts[i], false);
int args = 3;
if ((int)impulses.size() > i) {
const b2ContactImpulse * impulse = impulses[i];
for (int c = 0; c < impulse->count; c++) {
lua_pushnumber(L, Physics::scaleUp(impulse->normalImpulses[c]));
lua_pushnumber(L, Physics::scaleUp(impulse->tangentImpulses[c]));
args += 2;
}
}
lua_call(L, args, 0);
}
// Clear contacts.
for(int i = 0;i<(int)contacts.size();i++)
delete contacts[i];
contacts.clear();
// Clear impulses.
impulses.clear();
}
}
World::ContactFilter::ContactFilter()
: ref(0)
{
}
World::ContactFilter::~ContactFilter()
{
if(ref != 0)
delete ref;
}
bool World::ContactFilter::process(Fixture * a, Fixture * b)
{
if (ref != 0)
{
lua_State * L = ref->getL();
ref->push();
luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)a);
luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)b);
lua_call(L, 2, 1);
return luax_toboolean(L, -1);
}
return true;
}
World::QueryCallback::QueryCallback()
: ref(0)
{
}
World::QueryCallback::~QueryCallback()
{
if(ref != 0)
delete ref;
}
bool World::QueryCallback::ReportFixture(b2Fixture * fixture)
{
if (ref != 0)
{
lua_State * L = ref->getL();
ref->push();
Fixture * f = (Fixture *)Memoizer::find(fixture);
if (!f) throw love::Exception("A fixture has escaped Memoizer!");
luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)f);
lua_call(L, 1, 1);
return luax_toboolean(L, -1);
}
return true;
}
World::RayCastCallback::RayCastCallback()
: ref(0)
{
}
World::RayCastCallback::~RayCastCallback()
{
if(ref != 0)
delete ref;
}
float32 World::RayCastCallback::ReportFixture(b2Fixture * fixture, const b2Vec2& point, const b2Vec2& normal, float32 fraction)
{
if (ref != 0)
{
lua_State * L = ref->getL();
ref->push();
Fixture * f = (Fixture *)Memoizer::find(fixture);
if (!f) throw love::Exception("A fixture has escaped Memoizer!");
luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)f);
b2Vec2 scaledPoint = Physics::scaleUp(point);
lua_pushnumber(L, scaledPoint.x);
lua_pushnumber(L, scaledPoint.y);
b2Vec2 scaledNormal = Physics::scaleUp(normal);
lua_pushnumber(L, scaledNormal.x);
lua_pushnumber(L, scaledNormal.y);
lua_pushnumber(L, fraction);
lua_call(L, 6, 1);
return (float32)luaL_checknumber(L, -1);
}
return 0;
}
World::World()
: world(NULL)
{
world = new b2World(b2Vec2(0,0));
world->SetAllowSleeping(true);
world->SetContactListener(this);
b2BodyDef def;
groundBody = world->CreateBody(&def);
Memoizer::add(world, this);
}
World::World(b2Vec2 gravity, bool sleep)
: world(NULL)
{
world = new b2World(Physics::scaleDown(gravity));
world->SetAllowSleeping(sleep);
world->SetContactListener(this);
b2BodyDef def;
groundBody = world->CreateBody(&def);
Memoizer::add(world, this);
}
World::~World()
{
world->DestroyBody(groundBody);
Memoizer::remove(world);
delete world;
}
void World::update(float dt)
{
world->Step(dt, 8, 6);
begin.process();
end.process();
presolve.process();
postsolve.process();
}
void World::BeginContact(b2Contact* contact)
{
begin.add(contact);
}
void World::EndContact(b2Contact* contact)
{
end.add(contact);
}
void World::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{
B2_NOT_USED(oldManifold); // not sure what to do with this
presolve.add(contact);
}
void World::PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
{
postsolve.add(contact, impulse);
}
bool World::ShouldCollide(b2Fixture * fixtureA, b2Fixture * fixtureB)
{
// Fixtures should be memoized, if we created them
Fixture * a = (Fixture *)Memoizer::find(fixtureA);
if (!a) throw love::Exception("A fixture has escaped Memoizer!");
Fixture * b = (Fixture *)Memoizer::find(fixtureB);
if (!b) throw love::Exception("A fixture has escaped Memoizer!");
return filter.process(a, b);
}
int World::setCallbacks(lua_State * L)
{
int n = lua_gettop(L);
luax_assert_argc(L, 1, 4);
switch(n)
{
case 4:
if (postsolve.ref) delete postsolve.ref;
postsolve.ref = luax_refif(L, LUA_TFUNCTION);
case 3:
if (presolve.ref) delete presolve.ref;
presolve.ref = luax_refif(L, LUA_TFUNCTION);
case 2:
if (end.ref) delete end.ref;
end.ref = luax_refif(L, LUA_TFUNCTION);
case 1:
if (begin.ref) delete begin.ref;
begin.ref = luax_refif(L, LUA_TFUNCTION);
}
return 0;
}
int World::getCallbacks(lua_State * L)
{
begin.ref ? begin.ref->push() : lua_pushnil(L);
end.ref ? end.ref->push() : lua_pushnil(L);
presolve.ref ? presolve.ref->push() : lua_pushnil(L);
postsolve.ref ? postsolve.ref->push() : lua_pushnil(L);
return lua_gettop(L);
}
int World::setContactFilter(lua_State * L)
{
luax_assert_argc(L, 1);
if (filter.ref) delete filter.ref;
filter.ref = luax_refif(L, LUA_TFUNCTION);
return 0;
}
int World::getContactFilter(lua_State * L)
{
filter.ref ? filter.ref->push() : lua_pushnil(L);
return lua_gettop(L);
}
void World::setGravity(float x, float y)
{
world->SetGravity(Physics::scaleDown(b2Vec2(x, y)));
}
int World::getGravity(lua_State * L)
{
b2Vec2 v = Physics::scaleUp(world->GetGravity());
lua_pushnumber(L, v.x);
lua_pushnumber(L, v.y);
return 2;
}
void World::setAllowSleeping(bool allow)
{
world->SetAllowSleeping(allow);
}
bool World::getAllowSleeping() const
{
return world->GetAllowSleeping();
}
int World::getBodyCount()
{
return world->GetBodyCount();
}
int World::getJointCount()
{
return world->GetJointCount();
}
int World::getContactCount()
{
return world->GetContactCount();
}
int World::getBodyList(lua_State * L)
{
lua_newtable(L);
b2Body * b = world->GetBodyList();
for (int i = 1; i <= world->GetBodyCount(); i++) {
if (!b) return 1;
Body * body = (Body *)Memoizer::find(b);
if (!body) throw love::Exception("A body has escaped Memoizer!");
luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body);
lua_rawseti(L, -1, i);
b = b->GetNext();
}
return 1;
}
int World::getJointList(lua_State * L)
{
lua_newtable(L);
b2Joint * j = world->GetJointList();
for (int i = 1; i <= world->GetJointCount(); i++) {
if (!j) return 1;
Joint * joint = (Joint *)Memoizer::find(j);
if (!joint) throw love::Exception("A joint has escaped Memoizer!");
luax_newtype(L, "Joint", PHYSICS_JOINT_T, (void*)joint);
lua_rawseti(L, -1, i);
j = j->GetNext();
}
return 1;
}
int World::getContactList(lua_State * L)
{
lua_newtable(L);
b2Contact * c = world->GetContactList();
for (int i = 1; i <= world->GetContactCount(); i++) {
if (!c) return 1;
Contact * contact = (Contact *)Memoizer::find(c);
if (!contact) throw love::Exception("A contact has escaped Memoizer!");
luax_newtype(L, "Contact", PHYSICS_CONTACT_T, (void*)contact);
lua_rawseti(L, -1, i);
c = c->GetNext();
}
return 1;
}
b2Body * World::getGroundBody()
{
return groundBody;
}
int World::queryBoundingBox(lua_State * L)
{
luax_assert_argc(L, 5);
b2AABB box;
float lx = (float)luaL_checknumber(L, 1);
float ly = (float)luaL_checknumber(L, 2);
float ux = (float)luaL_checknumber(L, 3);
float uy = (float)luaL_checknumber(L, 4);
box.lowerBound = Physics::scaleDown(b2Vec2(lx, ly));
box.upperBound = Physics::scaleDown(b2Vec2(ux, uy));
if (query.ref) delete query.ref;
query.ref = luax_refif(L, LUA_TFUNCTION);
world->QueryAABB(&query, box);
return 0;
}
int World::rayCast(lua_State * L)
{
luax_assert_argc(L, 5);
float x1 = (float)luaL_checknumber(L, 1);
float y1 = (float)luaL_checknumber(L, 2);
float x2 = (float)luaL_checknumber(L, 3);
float y2 = (float)luaL_checknumber(L, 4);
b2Vec2 v1 = Physics::scaleDown(b2Vec2(x1, y1));
b2Vec2 v2 = Physics::scaleDown(b2Vec2(x2, y2));
if (raycast.ref) delete raycast.ref;
raycast.ref = luax_refif(L, LUA_TFUNCTION);
world->RayCast(&raycast, v1, v2);
return 0;
}
} // box2d
} // physics
} // love