Files
love/src/modules/physics/box2d/Physics.h
T
Bill Meltsner 4980797afc World no longer has an explicit size
--HG--
branch : box2d-update
2011-09-23 16:27:59 -04:00

335 lines
12 KiB
C++

/**
* Copyright (c) 2006-2011 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_PHYSICS_BOX2D_PHYSICS_H
#define LOVE_PHYSICS_BOX2D_PHYSICS_H
// LOVE
#include <common/Module.h>
#include "World.h"
#include "Contact.h"
#include "Body.h"
#include "Shape.h"
#include "CircleShape.h"
#include "PolygonShape.h"
#include "EdgeShape.h"
#include "ChainShape.h"
#include "Joint.h"
#include "MouseJoint.h"
#include "DistanceJoint.h"
#include "PrismaticJoint.h"
#include "RevoluteJoint.h"
#include "PulleyJoint.h"
#include "GearJoint.h"
#include "FrictionJoint.h"
#include "WeldJoint.h"
#include "WheelJoint.h"
#include "RopeJoint.h"
namespace love
{
namespace physics
{
namespace box2d
{
class Physics : public Module
{
private:
// The length of one meter in pixels.
static int meter;
public:
/**
* 30 pixels in one meter by default.
**/
static const int DEFAULT_METER = 30;
// Implements Module.
const char * getName() const;
/**
* Creates a new World.
* @param gx Gravity along x-axis.
* @param gy Gravity along y-axis.
* @param sleep Whether the World allows sleep.
* @param meter The scale in px/m.
**/
World * newWorld(float gx, float gy, bool sleep, int meter);
/**
* Creates a new Body at the specified position.
* @param world The world to create the Body in.
* @param x The position along the x-axis.
* @param x The position along the y-axis.
* @param m The mass.
* @param i The rotational inertia.
**/
Body * newBody(World * world, float x, float y, float m, float i);
/**
* Creates a new Body at the specified position.
* @param world The world to create the Body in.
* @param x The position along the x-axis.
* @param x The position along the y-axis.
**/
Body * newBody(World * world, float x, float y);
/**
* Creates a new Body at (0, 0)
* @param world The world to create the Body in.
**/
Body * newBody(World * world);
/**
* Creates a new CircleShape at (0, 0).
* @param radius The radius of the circle.
**/
CircleShape * newCircleShape(float radius);
/**
* Creates a new CircleShape at (x,y) in local coordinates.
* @param x The offset along the x-axis.
* @param y The offset along the y-axis.
* @param radius The radius of the circle.
**/
CircleShape * newCircleShape(float x, float y, float radius);
/**
* Shorthand for creating rectangular PolygonShapes. The rectangle
* will be created at the local origin.
* @param w The width of the rectangle.
* @param h The height of the rectangle.
**/
PolygonShape * newRectangleShape(float w, float h);
/**
* Shorthand for creating rectangular PolygonShapes. The rectangle
* will be created at (x,y) in local coordinates.
* @param x The offset along the x-axis.
* @param y The offset along the y-axis.
* @param w The width of the rectangle.
* @param h The height of the rectangle.
**/
PolygonShape * newRectangleShape(float x, float y, float w, float h);
/**
* Shorthand for creating rectangular PolygonShapes. The rectangle
* will be created at (x,y) in local coordinates.
* @param x The offset along the x-axis.
* @param y The offset along the y-axis.
* @param w The width of the rectangle.
* @param h The height of the rectangle.
* @param angle The angle of the rectangle. (rad)
**/
PolygonShape * newRectangleShape(float x, float y, float w, float h, float angle);
/**
* Creates a new EdgeShape. The edge will be created from
* (x1,y1) to (x2,y2) in local coordinates.
* @param x1 The x coordinate of the first point.
* @param y1 The y coordinate of the first point.
* @param x2 The x coordinate of the second point.
* @param y2 The y coordinate of the second point.
**/
EdgeShape * newEdgeShape(float x1, float y1, float x2, float y2);
/**
* Creates a new PolygonShape.
* @param ... A variable number of vertices.
**/
int newPolygonShape(lua_State * L);
/**
* Creates a new ChainShape.
* @param ... A variable number of vertices.
**/
int newChainShape(lua_State * L);
/**
* Creates a new DistanceJoint connecting body1 with body2.
* @param x1 Anchor1 along the x-axis. (World coordinates)
* @param y1 Anchor1 along the y-axis. (World coordinates)
* @param x2 Anchor2 along the x-axis. (World coordinates)
* @param y2 Anchor2 along the y-axis. (World coordinates)
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
DistanceJoint * newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected);
/**
* Creates a new MouseJoint connecting the body with an arbitrary point.
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
**/
MouseJoint * newMouseJoint(Body * body, float x, float y);
/**
* Creates a new RevoluteJoint connecting body1 with body2.
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
RevoluteJoint * newRevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
/**
* Creates a new PrismaticJoint connecting body1 with body2.
* @param x World-anchor along the x-axis.
* @param y World-anchor along the y-axis.
* @param ax The x-component of the world-axis.
* @param ay The y-component of the world-axis.
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
PrismaticJoint * newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
/**
* Creates a new PulleyJoint connecting body1 with body2.
* @param groundAnchor1 World ground-anchor for body1.
* @param groundAnchor2 World ground-anchor for body2.
* @param anchor1 World anchor on body1.
* @param anchor2 World anchor on body2.
* @param ratio The pulley ratio.
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to true.
**/
PulleyJoint * newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected);
/**
* Creates a new GearJoint connecting joint1 with joint2.
* @param joint1 The first joint.
* @param joint2 The second joint.
* @param ratio The gear ratio.
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
GearJoint * newGearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected);
/**
* Creates a new FrictionJoint connecting body1 with body2.
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
FrictionJoint * newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
/**
* Creates a new WeldJoint connecting body1 with body2.
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
WeldJoint * newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected);
/**
* Creates a new WheelJoint connecting body1 with body2.
* @param x Anchor along the x-axis. (World coordinates)
* @param y Anchor along the y-axis. (World coordinates)
* @param ax The x-component of the world-axis.
* @param ay The y-component of the world-axis.
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
WheelJoint * newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected);
/**
* Creates a new RopeJoint connecting body1 with body2.
* @param x1 Anchor1 along the x-axis. (Local coordinates)
* @param y1 Anchor1 along the y-axis. (Local coordinates)
* @param x2 Anchor2 along the x-axis. (Local coordinates)
* @param y2 Anchor2 along the y-axis. (Local coordinates)
* @param maxLength The maximum distance for the bodies.
* @param collideConnected Whether the connected bodies should collide with each other. Defaults to false.
**/
RopeJoint * newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected);
/**
* Sets the number of pixels in one meter.
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
**/
static void setMeter(int meter);
/**
* Gets the number of pixels in one meter.
* @param pixels The number of pixels in one meter. (1m ~= 3.3ft).
**/
static int getMeter();
/**
* Scales a value down according to the current meter in pixels.
* @param f The unscaled input value.
**/
static float scaleDown(float f);
/**
* Scales a value up according to the current meter in pixels.
* @param f The unscaled input value.
**/
static float scaleUp(float f);
/**
* Scales a point down according to the current meter
* in pixels, for instance x = x0/meter, y = x0/meter.
* @param x The x-coordinate of the point to scale.
* @param y The y-coordinate of the point to scale.
**/
static void scaleDown(float & x, float & y);
/**
* Scales a point up according to the current meter
* in pixels, for instance x = x0/meter, y = x0/meter.
* @param x The x-coordinate of the point to scale.
* @param y The y-coordinate of the point to scale.
**/
static void scaleUp(float & x, float & y);
/**
* Scales a b2Vec2 down according to the current meter in pixels.
* @param v The unscaled input vector.
* @return The scaled vector.
**/
static b2Vec2 scaleDown(const b2Vec2 & v);
/**
* Scales a b2Vec up according to the current meter in pixels.
* @param v The unscaled input vector.
* @return The scaled vector.
**/
static b2Vec2 scaleUp(const b2Vec2 & v);
/**
* Scales a b2AABB down according to the current meter in pixels.
* @param v The unscaled input AABB.
* @return The scaled AABB.
**/
static b2AABB scaleDown(const b2AABB & aabb);
/**
* Scales a b2AABB up according to the current meter in pixels.
* @param v The unscaled input AABB.
* @return The scaled AABB.
**/
static b2AABB scaleUp(const b2AABB & aabb);
}; // Physics
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_PHYSICS_H