mirror of
https://github.com/love2d/love.git
synced 2026-08-14 01:20:56 +02:00
552 lines
12 KiB
C++
552 lines
12 KiB
C++
/**
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* Copyright (c) 2006-2012 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/Memoizer.h"
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#include "common/Reference.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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World::ContactCallback::ContactCallback()
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: ref(0)
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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 != 0)
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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 != 0)
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{
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lua_State *L = ref->getL();
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ref->push();
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// Push first fixture.
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{
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Fixture *a = (Fixture *)Memoizer::find(contact->GetFixtureA());
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if (a != 0)
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{
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a->retain();
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luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void *)a);
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}
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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 *)Memoizer::find(contact->GetFixtureB());
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if (b != 0)
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{
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b->retain();
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luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void *)b);
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}
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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 *c = new Contact(contact);
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luax_newtype(L, "Contact", (PHYSICS_CONTACT_T), (void *)c);
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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(0)
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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 != 0)
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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 != 0)
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{
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lua_State *L = ref->getL();
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ref->push();
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luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void *)a);
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luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void *)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()
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: ref(0)
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{
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}
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World::QueryCallback::~QueryCallback()
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{
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if (ref != 0)
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delete ref;
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}
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bool World::QueryCallback::ReportFixture(b2Fixture *fixture)
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{
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if (ref != 0)
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{
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lua_State *L = ref->getL();
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ref->push();
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Fixture *f = (Fixture *)Memoizer::find(fixture);
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if (!f)
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throw love::Exception("A fixture has escaped Memoizer!");
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f->retain();
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luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void *)f);
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lua_call(L, 1, 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::RayCastCallback::RayCastCallback()
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: ref(0)
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{
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}
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World::RayCastCallback::~RayCastCallback()
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{
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if (ref != 0)
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delete ref;
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}
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float32 World::RayCastCallback::ReportFixture(b2Fixture *fixture, const b2Vec2 &point, const b2Vec2 &normal, float32 fraction)
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{
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if (ref != 0)
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{
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lua_State *L = ref->getL();
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ref->push();
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Fixture *f = (Fixture *)Memoizer::find(fixture);
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if (!f)
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throw love::Exception("A fixture has escaped Memoizer!");
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f->retain();
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luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void *)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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lua_call(L, 6, 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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return (float32)lua_tonumber(L, -1);
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}
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return 0;
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}
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void World::SayGoodbye(b2Fixture *fixture)
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{
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Fixture *f = (Fixture *)Memoizer::find(fixture);
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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 *)Memoizer::find(joint);
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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(NULL), destructWorld(false)
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{
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world = new b2World(b2Vec2(0,0));
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this->retain(); // The Box2D world holds a reference to this World.
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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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Memoizer::add(world, this);
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}
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World::World(b2Vec2 gravity, bool sleep)
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: world(NULL), destructWorld(false)
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{
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world = new b2World(Physics::scaleDown(gravity));
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// The Box2D world holds a reference to this World.
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this->retain();
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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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Memoizer::add(world, this);
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}
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World::~World()
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{
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}
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void World::update(float dt)
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{
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world->Step(dt, 8, 6);
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// Destroy all objects marked during the time step.
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for (std::vector<Body *>::iterator i = destructBodies.begin(); i < destructBodies.end(); i++)
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{
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Body *b = *i;
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if (b->body != 0) 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 (std::vector<Fixture *>::iterator i = destructFixtures.begin(); i < destructFixtures.end(); i++)
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{
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Fixture *f = *i;
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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 (std::vector<Joint *>::iterator i = destructJoints.begin(); i < destructJoints.end(); i++)
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{
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Joint *j = *i;
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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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}
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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 *)Memoizer::find(fixtureA);
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if (!a)
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throw love::Exception("A fixture has escaped Memoizer!");
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a->retain();
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Fixture *b = (Fixture *)Memoizer::find(fixtureB);
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if (!b)
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throw love::Exception("A fixture has escaped Memoizer!");
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b->retain();
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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 != 0;
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}
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int World::setCallbacks(lua_State *L)
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{
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int n = lua_gettop(L);
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luax_assert_argc(L, 1, 4);
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switch (n)
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{
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case 4:
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if (postsolve.ref)
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delete postsolve.ref;
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postsolve.ref = luax_refif (L, LUA_TFUNCTION);
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case 3:
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if (presolve.ref)
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delete presolve.ref;
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presolve.ref = luax_refif (L, LUA_TFUNCTION);
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case 2:
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if (end.ref)
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delete end.ref;
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end.ref = luax_refif (L, LUA_TFUNCTION);
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case 1:
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if (begin.ref)
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delete begin.ref;
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begin.ref = luax_refif (L, LUA_TFUNCTION);
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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() : lua_pushnil(L);
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end.ref ? end.ref->push() : lua_pushnil(L);
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presolve.ref ? presolve.ref->push() : lua_pushnil(L);
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postsolve.ref ? postsolve.ref->push() : lua_pushnil(L);
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return 4;
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}
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int World::setContactFilter(lua_State *L)
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{
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luax_assert_argc(L, 1);
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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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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() : 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::setAllowSleeping(bool allow)
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{
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world->SetAllowSleeping(allow);
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}
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bool World::getAllowSleeping() 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::getBodyList(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 *)Memoizer::find(b);
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if (!body)
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throw love::Exception("A body has escaped Memoizer!");
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body->retain();
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luax_newtype(L, "Body", PHYSICS_BODY_T, (void *)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::getJointList(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 *)Memoizer::find(j);
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if (!joint) throw love::Exception("A joint has escaped Memoizer!");
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joint->retain();
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luax_newtype(L, "Joint", PHYSICS_JOINT_T, (void *)joint);
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lua_rawseti(L, -2, i);
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i++;
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}
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while ((j = j->GetNext()));
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return 1;
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}
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int World::getContactList(lua_State *L) const
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{
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lua_newtable(L);
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b2Contact *c = world->GetContactList();
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int i = 1;
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do
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{
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if (!c) break;
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Contact *contact = (Contact *)Memoizer::find(c);
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if (!contact) throw love::Exception("A contact has escaped Memoizer!");
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contact->retain();
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luax_newtype(L, "Contact", PHYSICS_CONTACT_T, (void *)contact);
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lua_rawseti(L, -2, i);
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i++;
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}
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while ((c = c->GetNext()));
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return 1;
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}
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b2Body *World::getGroundBody() const
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{
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return groundBody;
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}
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int World::queryBoundingBox(lua_State *L)
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{
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luax_assert_argc(L, 5);
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b2AABB box;
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float lx = (float)luaL_checknumber(L, 1);
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float ly = (float)luaL_checknumber(L, 2);
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float ux = (float)luaL_checknumber(L, 3);
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float uy = (float)luaL_checknumber(L, 4);
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box.lowerBound = Physics::scaleDown(b2Vec2(lx, ly));
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box.upperBound = Physics::scaleDown(b2Vec2(ux, uy));
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if (query.ref) delete query.ref;
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query.ref = luax_refif (L, LUA_TFUNCTION);
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world->QueryAABB(&query, box);
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return 0;
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}
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int World::rayCast(lua_State *L)
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{
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luax_assert_argc(L, 5);
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float x1 = (float)luaL_checknumber(L, 1);
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float y1 = (float)luaL_checknumber(L, 2);
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float x2 = (float)luaL_checknumber(L, 3);
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float y2 = (float)luaL_checknumber(L, 4);
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b2Vec2 v1 = Physics::scaleDown(b2Vec2(x1, y1));
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b2Vec2 v2 = Physics::scaleDown(b2Vec2(x2, y2));
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if (raycast.ref)
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delete raycast.ref;
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raycast.ref = luax_refif (L, LUA_TFUNCTION);
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world->RayCast(&raycast, v1, v2);
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return 0;
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}
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void World::destroy()
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{
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if (world->IsLocked())
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{
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destructWorld = true;
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return;
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}
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// Cleaning up the world.
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b2Body *b = world->GetBodyList();
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while (b)
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{
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b2Body *t = b;
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b = b->GetNext();
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if (t == groundBody)
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continue;
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Body *body = (Body *)Memoizer::find(t);
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if (!body)
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throw love::Exception("A body has escaped Memoizer!");
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body->destroy();
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}
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world->DestroyBody(groundBody);
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Memoizer::remove(world);
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delete world;
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world = 0;
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// Box2D world destroyed. Release its reference.
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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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