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https://github.com/love2d/love.git
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221 lines
4.5 KiB
C++
221 lines
4.5 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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#include "Joint.h"
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// STD
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#include <bitset>
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// LOVE
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#include "common/Memoizer.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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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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Joint::Joint(Body *body1)
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: world(body1->world.get())
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, udata(nullptr)
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, body1(body1)
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, body2(nullptr)
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{
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udata = new jointudata();
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udata->ref = nullptr;
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}
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Joint::Joint(Body *body1, Body *body2)
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: world(body1->world.get())
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, udata(nullptr)
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, body1(body1)
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, body2(body2)
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{
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udata = new jointudata();
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udata->ref = nullptr;
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}
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Joint::~Joint()
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{
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if (udata != nullptr)
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delete udata->ref;
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delete udata;
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}
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Joint::Type Joint::getType() const
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{
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switch (joint->GetType())
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{
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case e_revoluteJoint:
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return JOINT_REVOLUTE;
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case e_prismaticJoint:
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return JOINT_PRISMATIC;
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case e_distanceJoint:
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return JOINT_DISTANCE;
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case e_pulleyJoint:
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return JOINT_PULLEY;
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case e_mouseJoint:
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return JOINT_MOUSE;
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case e_gearJoint:
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return JOINT_GEAR;
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case e_frictionJoint:
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return JOINT_FRICTION;
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case e_weldJoint:
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return JOINT_WELD;
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case e_wheelJoint:
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return JOINT_WHEEL;
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case e_ropeJoint:
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return JOINT_ROPE;
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default:
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return JOINT_INVALID;
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}
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}
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Body *Joint::getBodyA() const
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{
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b2Body *b2body = joint->GetBodyA();
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if (b2body == nullptr)
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return nullptr;
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Body *body = (Body *) Memoizer::find(b2body);
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if (body == nullptr)
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throw love::Exception("A body has escaped Memoizer!");
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return body;
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}
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Body *Joint::getBodyB() const
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{
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b2Body *b2body = joint->GetBodyB();
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if (b2body == nullptr)
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return nullptr;
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Body *body = (Body *) Memoizer::find(b2body);
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if (body == nullptr)
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throw love::Exception("A body has escaped Memoizer!");
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return body;
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}
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bool Joint::isValid() const
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{
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return joint != 0;
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}
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int Joint::getAnchors(lua_State *L)
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{
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lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorA().x));
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lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorA().y));
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lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorB().x));
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lua_pushnumber(L, Physics::scaleUp(joint->GetAnchorB().y));
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return 4;
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}
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int Joint::getReactionForce(lua_State *L)
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{
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float dt = (float)luaL_checknumber(L, 1);
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b2Vec2 v = Physics::scaleUp(joint->GetReactionForce(dt));
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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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float Joint::getReactionTorque(float dt)
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{
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return Physics::scaleUp(Physics::scaleUp(joint->GetReactionTorque(dt)));
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}
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b2Joint *Joint::createJoint(b2JointDef *def)
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{
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def->userData = udata;
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joint = world->world->CreateJoint(def);
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Memoizer::add(joint, this);
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// Box2D joint has a reference to this love Joint.
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this->retain();
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return joint;
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}
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void Joint::destroyJoint(bool implicit)
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{
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if (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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world->destructJoints.push_back(this);
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return;
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}
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if (!implicit && joint != 0)
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world->world->DestroyJoint(joint);
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Memoizer::remove(joint);
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joint = NULL;
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// Release the reference of the Box2D joint.
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this->release();
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}
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bool Joint::isActive() const
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{
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return joint->IsActive();
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}
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bool Joint::getCollideConnected() const
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{
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return joint->GetCollideConnected();
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}
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int Joint::setUserData(lua_State *L)
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{
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love::luax_assert_argc(L, 1, 1);
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if (udata->ref != nullptr)
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{
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// We set the Reference's lua_State to this one before deleting it, so
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// it unrefs using the current lua_State's stack. This is necessary
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// if setUserData is called in a coroutine.
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udata->ref->setL(L);
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delete udata->ref;
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}
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udata->ref = new Reference(L);
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return 0;
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}
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int Joint::getUserData(lua_State *L)
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{
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if (udata != nullptr && udata->ref != nullptr)
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udata->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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} // box2d
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} // physics
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} // love
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