mirror of
https://github.com/love2d/love.git
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350 lines
7.2 KiB
C++
350 lines
7.2 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 "Fixture.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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// 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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love::Type Fixture::type("Fixture", &Object::type);
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Fixture::Fixture(Body *body, Shape *shape, float density)
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: body(body)
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, fixture(nullptr)
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{
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b2FixtureDef def;
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def.shape = shape->shape;
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def.userData.pointer = (uintptr_t)this;
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def.density = density;
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fixture = body->body->CreateFixture(&def);
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this->retain();
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}
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Fixture::~Fixture()
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{
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if (ref)
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delete ref;
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}
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void Fixture::checkCreateShape()
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{
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if (shape.get() != nullptr || fixture == nullptr || fixture->GetShape() == nullptr)
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return;
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b2Shape *bshape = fixture->GetShape();
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switch (bshape->GetType())
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{
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case b2Shape::e_circle:
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shape.set(new CircleShape((b2CircleShape *) bshape, false), Acquire::NORETAIN);
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break;
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case b2Shape::e_edge:
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shape.set(new EdgeShape((b2EdgeShape *) bshape, false), Acquire::NORETAIN);
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break;
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case b2Shape::e_polygon:
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shape.set(new PolygonShape((b2PolygonShape *) bshape, false), Acquire::NORETAIN);
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break;
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case b2Shape::e_chain:
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shape.set(new ChainShape((b2ChainShape *) bshape, false), Acquire::NORETAIN);
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break;
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default:
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break;
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}
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}
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Shape::Type Fixture::getType()
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{
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checkCreateShape();
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if (shape.get() == nullptr)
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return Shape::SHAPE_INVALID;
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else
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return shape->getType();
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}
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void Fixture::setFriction(float friction)
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{
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fixture->SetFriction(friction);
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}
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void Fixture::setRestitution(float restitution)
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{
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fixture->SetRestitution(restitution);
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}
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void Fixture::setDensity(float density)
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{
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fixture->SetDensity(density);
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}
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void Fixture::setSensor(bool sensor)
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{
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fixture->SetSensor(sensor);
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}
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float Fixture::getFriction() const
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{
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return fixture->GetFriction();
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}
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float Fixture::getRestitution() const
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{
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return fixture->GetRestitution();
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}
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float Fixture::getDensity() const
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{
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return fixture->GetDensity();
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}
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bool Fixture::isSensor() const
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{
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return fixture->IsSensor();
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}
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Body *Fixture::getBody() const
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{
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return body;
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}
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Shape *Fixture::getShape()
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{
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checkCreateShape();
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return shape;
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}
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bool Fixture::isValid() const
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{
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return fixture != nullptr;
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}
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void Fixture::setFilterData(int *v)
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{
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b2Filter f;
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f.categoryBits = (uint16) v[0];
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f.maskBits = (uint16) v[1];
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f.groupIndex = (int16) v[2];
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fixture->SetFilterData(f);
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}
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void Fixture::getFilterData(int *v)
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{
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b2Filter f = fixture->GetFilterData();
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v[0] = (int) f.categoryBits;
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v[1] = (int) f.maskBits;
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v[2] = (int) f.groupIndex;
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}
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int Fixture::setCategory(lua_State *L)
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{
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b2Filter f = fixture->GetFilterData();
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f.categoryBits = (uint16)getBits(L);
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fixture->SetFilterData(f);
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return 0;
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}
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int Fixture::setMask(lua_State *L)
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{
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b2Filter f = fixture->GetFilterData();
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f.maskBits = ~(uint16)getBits(L);
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fixture->SetFilterData(f);
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return 0;
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}
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void Fixture::setGroupIndex(int index)
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{
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b2Filter f = fixture->GetFilterData();
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f.groupIndex = (uint16)index;
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fixture->SetFilterData(f);
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}
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int Fixture::getGroupIndex() const
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{
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b2Filter f = fixture->GetFilterData();
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return f.groupIndex;
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}
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int Fixture::getCategory(lua_State *L)
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{
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return pushBits(L, fixture->GetFilterData().categoryBits);
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}
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int Fixture::getMask(lua_State *L)
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{
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return pushBits(L, ~(fixture->GetFilterData().maskBits));
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}
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uint16 Fixture::getBits(lua_State *L)
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{
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// Get number of args.
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bool istable = lua_istable(L, 1);
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int argc = istable ? (int) luax_objlen(L, 1) : lua_gettop(L);
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// The new bitset.
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std::bitset<16> b;
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for (int i = 1; i <= argc; i++)
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{
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size_t bpos = 0;
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if (istable)
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{
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lua_rawgeti(L, 1, i);
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bpos = (size_t) (lua_tointeger(L, -1) - 1);
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lua_pop(L, 1);
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}
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else
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bpos = (size_t) (lua_tointeger(L, i) - 1);
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if (bpos >= 16)
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luaL_error(L, "Values must be in range 1-16.");
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b.set(bpos, true);
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}
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return (uint16)b.to_ulong();
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}
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int Fixture::pushBits(lua_State *L, uint16 bits)
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{
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// Create a bitset.
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std::bitset<16> b((int)bits);
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// Push all set bits.
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for (int i = 0; i<16; i++)
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if (b.test(i))
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lua_pushinteger(L, i+1);
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// Count number of set bits.
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return (int)b.count();
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}
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int Fixture::setUserData(lua_State *L)
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{
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love::luax_assert_argc(L, 1, 1);
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if(!ref)
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ref = new Reference();
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ref->ref(L);
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return 0;
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}
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int Fixture::getUserData(lua_State *L)
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{
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if (ref != nullptr)
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ref->push(L);
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else
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lua_pushnil(L);
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return 1;
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}
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bool Fixture::testPoint(float x, float y) const
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{
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return fixture->TestPoint(Physics::scaleDown(b2Vec2(x, y)));
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}
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int Fixture::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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int childIndex = (int) luaL_optinteger(L, 6, 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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b2RayCastOutput output;
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if (!fixture->RayCast(&output, input, childIndex))
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return 0; // Nothing 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 Fixture::getBoundingBox(lua_State *L) const
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{
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int childIndex = (int) luaL_optinteger(L, 1, 1) - 1; // Convert from 1-based index
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b2AABB box;
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luax_catchexcept(L, [&]() { box = fixture->GetAABB(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 Fixture::getMassData(lua_State *L) const
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{
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b2MassData data;
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fixture->GetMassData(&data);
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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, data.I);
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return 4;
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}
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void Fixture::destroy(bool implicit)
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{
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if (body->world->world->IsLocked())
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{
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// Called during time step. Save reference for destruction afterwards.
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this->retain();
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body->world->destructFixtures.push_back(this);
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return;
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}
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shape.set(nullptr);
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if (!implicit && fixture != nullptr)
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body->body->DestroyFixture(fixture);
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fixture = nullptr;
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// Remove userdata reference to avoid it sticking around after GC
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if (ref)
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ref->unref();
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// Box2D fixture destroyed. Release its reference to the love Fixture.
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this->release();
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}
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} // box2d
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} // physics
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} // love
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