mirror of
https://github.com/love2d/love.git
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756 lines
17 KiB
C++
756 lines
17 KiB
C++
/**
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* Copyright (c) 2006-2023 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 "World.h"
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#include "Fixture.h"
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#include "Shape.h"
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#include "Contact.h"
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#include "Physics.h"
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#include "common/Reference.h"
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// Needed for World::getJoints. It should be moved to wrapper code...
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#include "wrap_Joint.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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love::Type World::type("World", &Object::type);
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World::ContactCallback::ContactCallback(World *world)
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: ref(nullptr)
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, L(nullptr)
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, world(world)
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{
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}
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World::ContactCallback::~ContactCallback()
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{
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if (ref != nullptr)
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delete ref;
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}
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void World::ContactCallback::process(b2Contact *contact, const b2ContactImpulse *impulse)
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{
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// Process contacts.
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if (ref != nullptr && L != nullptr)
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{
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ref->push(L);
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// Push first fixture.
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{
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Fixture *a = (Fixture *)(contact->GetFixtureA()->GetUserData().pointer);
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if (a != nullptr)
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luax_pushtype(L, a);
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else
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throw love::Exception("A fixture has escaped Memoizer!");
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}
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// Push second fixture.
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{
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Fixture *b = (Fixture *)(contact->GetFixtureB()->GetUserData().pointer);
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if (b != nullptr)
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luax_pushtype(L, b);
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else
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throw love::Exception("A fixture has escaped Memoizer!");
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}
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Contact *cobj = (Contact *)world->findObject(contact);
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if (!cobj)
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cobj = new Contact(world, contact);
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else
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cobj->retain();
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luax_pushtype(L, cobj);
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cobj->release();
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int args = 3;
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if (impulse)
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{
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for (int c = 0; c < impulse->count; c++)
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{
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lua_pushnumber(L, Physics::scaleUp(impulse->normalImpulses[c]));
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lua_pushnumber(L, Physics::scaleUp(impulse->tangentImpulses[c]));
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args += 2;
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}
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}
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lua_call(L, args, 0);
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}
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}
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World::ContactFilter::ContactFilter()
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: ref(nullptr)
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, L(nullptr)
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{
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}
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World::ContactFilter::~ContactFilter()
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{
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if (ref != nullptr)
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delete ref;
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}
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bool World::ContactFilter::process(Fixture *a, Fixture *b)
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{
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// Handle masks, reimplemented from the manual
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int filterA[3], filterB[3];
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// [0] categoryBits
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// [1] maskBits
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// [2] groupIndex
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a->getFilterData(filterA);
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b->getFilterData(filterB);
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if (filterA[2] != 0 && // 0 is the default group, so this does not count
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filterA[2] == filterB[2]) // if they are in the same group
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return filterA[2] > 0; // Negative indexes mean you don't collide
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if ((filterA[1] & filterB[0]) == 0 ||
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(filterB[1] & filterA[0]) == 0)
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return false; // A and B aren't set to collide
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if (ref != nullptr && L != nullptr)
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{
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ref->push(L);
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luax_pushtype(L, a);
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luax_pushtype(L, b);
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lua_call(L, 2, 1);
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return luax_toboolean(L, -1);
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}
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return true;
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}
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World::QueryCallback::QueryCallback(World *world, lua_State *L, int idx)
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: world(world)
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, L(L)
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, funcidx(idx)
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{
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luaL_checktype(L, funcidx, LUA_TFUNCTION);
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userargs = lua_gettop(L) - funcidx;
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}
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World::QueryCallback::~QueryCallback()
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{
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}
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bool World::QueryCallback::ReportFixture(b2Fixture *fixture)
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{
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if (L != nullptr)
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{
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lua_pushvalue(L, funcidx);
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Fixture *f = (Fixture *)(fixture->GetUserData().pointer);
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if (!f)
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throw love::Exception("A fixture has escaped Memoizer!");
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luax_pushtype(L, f);
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for (int i = 1; i <= userargs; i++)
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lua_pushvalue(L, funcidx + i);
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lua_call(L, 1 + userargs, 1);
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bool cont = luax_toboolean(L, -1);
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lua_pop(L, 1);
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return cont;
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}
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return true;
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}
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World::CollectCallback::CollectCallback(World *world, uint16 categoryMask, lua_State *L)
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: world(world)
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, categoryMask(categoryMask)
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, L(L)
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{
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lua_newtable(L);
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}
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World::CollectCallback::~CollectCallback()
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{
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}
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bool World::CollectCallback::ReportFixture(b2Fixture *f)
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{
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if (categoryMask != 0xFFFF && (categoryMask & f->GetFilterData().categoryBits) == 0)
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return true;
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Fixture *fixture = (Fixture *)(f->GetUserData().pointer);
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if (!fixture)
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throw love::Exception("A fixture has escaped Memoizer!");
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luax_pushtype(L, fixture);
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lua_rawseti(L, -2, i);
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i++;
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return true;
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}
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World::RayCastCallback::RayCastCallback(World *world, lua_State *L, int idx)
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: world(world)
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, L(L)
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, funcidx(idx)
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{
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luaL_checktype(L, funcidx, LUA_TFUNCTION);
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userargs = lua_gettop(L) - funcidx;
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}
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World::RayCastCallback::~RayCastCallback()
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{
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}
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float World::RayCastCallback::ReportFixture(b2Fixture *fixture, const b2Vec2 &point, const b2Vec2 &normal, float fraction)
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{
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if (L != nullptr)
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{
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lua_pushvalue(L, funcidx);
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Fixture *f = (Fixture *)(fixture->GetUserData().pointer);
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if (!f)
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throw love::Exception("A fixture has escaped Memoizer!");
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luax_pushtype(L, f);
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b2Vec2 scaledPoint = Physics::scaleUp(point);
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lua_pushnumber(L, scaledPoint.x);
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lua_pushnumber(L, scaledPoint.y);
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lua_pushnumber(L, normal.x);
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lua_pushnumber(L, normal.y);
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lua_pushnumber(L, fraction);
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for (int i = 1; i <= userargs; i++)
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lua_pushvalue(L, funcidx + i);
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lua_call(L, 6 + userargs, 1);
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if (!lua_isnumber(L, -1))
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luaL_error(L, "Raycast callback didn't return a number!");
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float fraction = (float) lua_tonumber(L, -1);
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lua_pop(L, 1);
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return fraction;
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}
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return 0;
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}
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World::RayCastOneCallback::RayCastOneCallback(uint16 categoryMask, bool any)
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: hit(false)
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, hitPoint()
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, hitNormal()
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, hitFraction(1.0f)
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, categoryMask(categoryMask)
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, any(any)
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{
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}
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float World::RayCastOneCallback::ReportFixture(b2Fixture *fixture, const b2Vec2 &point, const b2Vec2 &normal, float fraction)
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{
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if (categoryMask != 0xFFFF && (categoryMask & fixture->GetFilterData().categoryBits) == 0)
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return -1;
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hit = true;
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hitPoint = point;
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hitNormal = normal;
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hitFraction = fraction;
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// Returning the fraction makes sure it doesn't process anything farther away in subsequent iterations.
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return any ? 0 : fraction;
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}
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void World::SayGoodbye(b2Fixture *fixture)
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{
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Fixture *f = (Fixture *)(fixture->GetUserData().pointer);
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// Hint implicit destruction with true.
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if (f) f->destroy(true);
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}
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void World::SayGoodbye(b2Joint *joint)
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{
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Joint *j = (Joint *)(joint->GetUserData().pointer);
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// Hint implicit destruction with true.
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if (j) j->destroyJoint(true);
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}
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World::World()
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: world(nullptr)
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, destructWorld(false)
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, begin(this)
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, end(this)
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, presolve(this)
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, postsolve(this)
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{
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world = new b2World(b2Vec2(0,0));
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world->SetAllowSleeping(true);
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world->SetContactListener(this);
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world->SetContactFilter(this);
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world->SetDestructionListener(this);
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b2BodyDef def;
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groundBody = world->CreateBody(&def);
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registerObject(world, this);
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}
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World::World(b2Vec2 gravity, bool sleep)
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: world(nullptr)
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, destructWorld(false)
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, begin(this)
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, end(this)
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, presolve(this)
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, postsolve(this)
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{
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world = new b2World(Physics::scaleDown(gravity));
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world->SetAllowSleeping(sleep);
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world->SetContactListener(this);
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world->SetContactFilter(this);
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world->SetDestructionListener(this);
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b2BodyDef def;
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groundBody = world->CreateBody(&def);
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registerObject(world, this);
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}
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World::~World()
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{
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destroy();
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}
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void World::update(float dt)
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{
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update(dt, 8, 3); // Box2D 2.3's recommended defaults.
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}
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void World::update(float dt, int velocityIterations, int positionIterations)
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{
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world->Step(dt, velocityIterations, positionIterations);
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// Destroy all objects marked during the time step.
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for (Body *b : destructBodies)
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{
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if (b->body != nullptr) b->destroy();
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// Release for reference in vector.
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b->release();
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}
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for (Fixture *f : destructFixtures)
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{
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if (f->isValid()) f->destroy();
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// Release for reference in vector.
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f->release();
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}
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for (Joint *j : destructJoints)
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{
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if (j->isValid()) j->destroyJoint();
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// Release for reference in vector.
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j->release();
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}
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destructBodies.clear();
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destructFixtures.clear();
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destructJoints.clear();
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if (destructWorld)
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destroy();
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}
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void World::BeginContact(b2Contact *contact)
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{
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begin.process(contact);
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}
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void World::EndContact(b2Contact *contact)
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{
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end.process(contact);
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// Letting the Contact know that the b2Contact will be destroyed any second.
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Contact *c = (Contact *)findObject(contact);
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if (c != nullptr)
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c->invalidate();
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}
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void World::PreSolve(b2Contact *contact, const b2Manifold *oldManifold)
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{
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B2_NOT_USED(oldManifold); // not sure what to do with this
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presolve.process(contact);
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}
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void World::PostSolve(b2Contact *contact, const b2ContactImpulse *impulse)
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{
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postsolve.process(contact, impulse);
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}
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bool World::ShouldCollide(b2Fixture *fixtureA, b2Fixture *fixtureB)
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{
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// Fixtures should be memoized, if we created them
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Fixture *a = (Fixture *)(fixtureA->GetUserData().pointer);
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Fixture *b = (Fixture *)(fixtureB->GetUserData().pointer);
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if (!a || !b)
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throw love::Exception("A fixture has escaped Memoizer!");
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return filter.process(a, b);
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}
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bool World::isValid() const
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{
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return world != nullptr;
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}
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int World::setCallbacks(lua_State *L)
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{
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int nargs = lua_gettop(L);
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for (int i = 1; i <= 4; i++)
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{
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if (!lua_isnoneornil(L, i))
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luaL_checktype(L, i, LUA_TFUNCTION);
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}
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delete begin.ref;
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begin.ref = nullptr;
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delete end.ref;
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end.ref = nullptr;
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delete presolve.ref;
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presolve.ref = nullptr;
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delete postsolve.ref;
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postsolve.ref = nullptr;
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if (nargs >= 1)
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{
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lua_pushvalue(L, 1);
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begin.ref = luax_refif(L, LUA_TFUNCTION);
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begin.L = L;
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}
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if (nargs >= 2)
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{
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lua_pushvalue(L, 2);
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end.ref = luax_refif(L, LUA_TFUNCTION);
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end.L = L;
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}
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if (nargs >= 3)
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{
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lua_pushvalue(L, 3);
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presolve.ref = luax_refif(L, LUA_TFUNCTION);
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presolve.L = L;
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}
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if (nargs >= 4)
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{
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lua_pushvalue(L, 4);
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postsolve.ref = luax_refif(L, LUA_TFUNCTION);
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postsolve.L = L;
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}
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return 0;
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}
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int World::getCallbacks(lua_State *L)
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{
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begin.ref ? begin.ref->push(L) : lua_pushnil(L);
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end.ref ? end.ref->push(L) : lua_pushnil(L);
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presolve.ref ? presolve.ref->push(L) : lua_pushnil(L);
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postsolve.ref ? postsolve.ref->push(L) : lua_pushnil(L);
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return 4;
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}
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void World::setCallbacksL(lua_State *L)
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{
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begin.L = end.L = presolve.L = postsolve.L = filter.L = L;
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}
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int World::setContactFilter(lua_State *L)
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{
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if (!lua_isnoneornil(L, 1))
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luaL_checktype(L, 1, LUA_TFUNCTION);
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if (filter.ref)
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delete filter.ref;
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filter.ref = luax_refif(L, LUA_TFUNCTION);
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filter.L = L;
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return 0;
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}
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int World::getContactFilter(lua_State *L)
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{
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filter.ref ? filter.ref->push(L) : lua_pushnil(L);
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return 1;
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}
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void World::setGravity(float x, float y)
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{
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world->SetGravity(Physics::scaleDown(b2Vec2(x, y)));
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}
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int World::getGravity(lua_State *L)
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{
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b2Vec2 v = Physics::scaleUp(world->GetGravity());
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lua_pushnumber(L, v.x);
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lua_pushnumber(L, v.y);
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return 2;
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}
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void World::translateOrigin(float x, float y)
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{
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world->ShiftOrigin(Physics::scaleDown(b2Vec2(x, y)));
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}
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void World::setSleepingAllowed(bool allow)
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{
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world->SetAllowSleeping(allow);
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}
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bool World::isSleepingAllowed() const
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{
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return world->GetAllowSleeping();
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}
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bool World::isLocked() const
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{
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return world->IsLocked();
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}
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int World::getBodyCount() const
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{
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return world->GetBodyCount()-1; // ignore the ground body
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}
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int World::getJointCount() const
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{
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return world->GetJointCount();
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}
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int World::getContactCount() const
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{
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return world->GetContactCount();
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}
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int World::getBodies(lua_State *L) const
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{
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lua_newtable(L);
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b2Body *b = world->GetBodyList();
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int i = 1;
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do
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{
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if (!b)
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break;
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if (b == groundBody)
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continue;
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Body *body = (Body *)(b->GetUserData().pointer);
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if (!body)
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throw love::Exception("A body has escaped Memoizer!");
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luax_pushtype(L, body);
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lua_rawseti(L, -2, i);
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i++;
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}
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while ((b = b->GetNext()));
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return 1;
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}
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int World::getJoints(lua_State *L) const
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{
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lua_newtable(L);
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b2Joint *j = world->GetJointList();
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int i = 1;
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do
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{
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if (!j) break;
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Joint *joint = (Joint *)(j->GetUserData().pointer);
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if (!joint) throw love::Exception("A joint has escaped Memoizer!");
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luax_pushjoint(L, joint);
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lua_rawseti(L, -2, i);
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|
i++;
|
|
}
|
|
while ((j = j->GetNext()));
|
|
return 1;
|
|
}
|
|
|
|
int World::getContacts(lua_State *L)
|
|
{
|
|
lua_newtable(L);
|
|
b2Contact *c = world->GetContactList();
|
|
int i = 1;
|
|
do
|
|
{
|
|
if (!c) break;
|
|
Contact *contact = (Contact *)findObject(c);
|
|
if (!contact)
|
|
contact = new Contact(this, c);
|
|
else
|
|
contact->retain();
|
|
luax_pushtype(L, contact);
|
|
contact->release();
|
|
lua_rawseti(L, -2, i);
|
|
i++;
|
|
}
|
|
while ((c = c->GetNext()));
|
|
return 1;
|
|
}
|
|
|
|
b2Body *World::getGroundBody() const
|
|
{
|
|
return groundBody;
|
|
}
|
|
|
|
int World::queryFixturesInArea(lua_State *L)
|
|
{
|
|
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));
|
|
luaL_checktype(L, 5, LUA_TFUNCTION);
|
|
QueryCallback query(this, L, 5);
|
|
world->QueryAABB(&query, box);
|
|
return 0;
|
|
}
|
|
|
|
int World::getFixturesInArea(lua_State *L)
|
|
{
|
|
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);
|
|
uint16 categoryMaskBits = (uint16)luaL_optinteger(L, 5, 0xFFFF);
|
|
b2AABB box;
|
|
box.lowerBound = Physics::scaleDown(b2Vec2(lx, ly));
|
|
box.upperBound = Physics::scaleDown(b2Vec2(ux, uy));
|
|
CollectCallback query(this, categoryMaskBits, L);
|
|
world->QueryAABB(&query, box);
|
|
return 1;
|
|
}
|
|
|
|
int World::rayCast(lua_State *L)
|
|
{
|
|
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));
|
|
luaL_checktype(L, 5, LUA_TFUNCTION);
|
|
RayCastCallback raycast(this, L, 5);
|
|
world->RayCast(&raycast, v1, v2);
|
|
return 0;
|
|
}
|
|
|
|
int World::rayCastAny(lua_State *L)
|
|
{
|
|
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);
|
|
uint16 categoryMaskBits = (uint16)luaL_optinteger(L, 5, 0xFFFF);
|
|
b2Vec2 v1 = Physics::scaleDown(b2Vec2(x1, y1));
|
|
b2Vec2 v2 = Physics::scaleDown(b2Vec2(x2, y2));
|
|
RayCastOneCallback raycast(categoryMaskBits, true);
|
|
world->RayCast(&raycast, v1, v2);
|
|
if (raycast.hit)
|
|
{
|
|
b2Vec2 hitPoint = Physics::scaleUp(raycast.hitPoint);
|
|
lua_pushnumber(L, hitPoint.x);
|
|
lua_pushnumber(L, hitPoint.y);
|
|
lua_pushnumber(L, raycast.hitNormal.x);
|
|
lua_pushnumber(L, raycast.hitNormal.y);
|
|
lua_pushnumber(L, raycast.hitFraction);
|
|
return 5;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int World::rayCastClosest(lua_State *L)
|
|
{
|
|
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);
|
|
uint16 categoryMaskBits = (uint16)luaL_optinteger(L, 5, 0xFFFF);
|
|
b2Vec2 v1 = Physics::scaleDown(b2Vec2(x1, y1));
|
|
b2Vec2 v2 = Physics::scaleDown(b2Vec2(x2, y2));
|
|
RayCastOneCallback raycast(categoryMaskBits, false);
|
|
world->RayCast(&raycast, v1, v2);
|
|
if (raycast.hit)
|
|
{
|
|
b2Vec2 hitPoint = Physics::scaleUp(raycast.hitPoint);
|
|
lua_pushnumber(L, hitPoint.x);
|
|
lua_pushnumber(L, hitPoint.y);
|
|
lua_pushnumber(L, raycast.hitNormal.x);
|
|
lua_pushnumber(L, raycast.hitNormal.y);
|
|
lua_pushnumber(L, raycast.hitFraction);
|
|
return 5;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void World::destroy()
|
|
{
|
|
if (world == nullptr)
|
|
return;
|
|
|
|
if (world->IsLocked())
|
|
{
|
|
destructWorld = true;
|
|
return;
|
|
}
|
|
|
|
// Remove userdata reference to avoid it sticking around after GC
|
|
if (begin.ref) begin.ref->unref();
|
|
if (end.ref) end.ref->unref();
|
|
if (presolve.ref) presolve.ref->unref();
|
|
if (postsolve.ref) postsolve.ref->unref();
|
|
if (filter.ref) filter.ref->unref();
|
|
|
|
//disable callbacks
|
|
begin.ref = end.ref = presolve.ref = postsolve.ref = filter.ref = nullptr;
|
|
|
|
// Cleaning up the world.
|
|
b2Body *b = world->GetBodyList();
|
|
while (b)
|
|
{
|
|
b2Body *t = b;
|
|
b = b->GetNext();
|
|
if (t == groundBody)
|
|
continue;
|
|
Body *body = (Body *)(t->GetUserData().pointer);
|
|
if (!body)
|
|
throw love::Exception("A body has escaped Memoizer!");
|
|
body->destroy();
|
|
}
|
|
|
|
world->DestroyBody(groundBody);
|
|
unregisterObject(world);
|
|
|
|
delete world;
|
|
world = nullptr;
|
|
}
|
|
|
|
void World::registerObject(void *b2object, love::Object *object)
|
|
{
|
|
box2dObjectMap[b2object] = object;
|
|
}
|
|
|
|
void World::unregisterObject(void *b2object)
|
|
{
|
|
box2dObjectMap.erase(b2object);
|
|
}
|
|
|
|
love::Object *World::findObject(void *b2object) const
|
|
{
|
|
auto it = box2dObjectMap.find(b2object);
|
|
if (it != box2dObjectMap.end())
|
|
return it->second;
|
|
else
|
|
return nullptr;
|
|
}
|
|
|
|
} // box2d
|
|
} // physics
|
|
} // love
|