mirror of
https://github.com/love2d/love.git
synced 2026-08-15 07:41:11 +02:00
95f6047417
--HG-- branch : box2d-update
229 lines
5.0 KiB
C++
229 lines
5.0 KiB
C++
/**
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* Copyright (c) 2006-2011 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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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::add(World * world, const b2Contact* contact)
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{
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/**
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* We must copy contacts, since we're not allowed to process
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* them inside this function. Removing bodies in this function
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* pretty much guarantees segfault. ^^
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**/
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if(ref != 0)
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contacts.push_back(new Contact(world, contact));
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}
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void World::ContactCallback::process()
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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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for(int i = 0;i<(int)contacts.size();i++)
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{
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// Push the function.
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ref->push();
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// Push first userdata.
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{
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fixtureudata * d = (fixtureudata *)(contacts[i]->contact->GetFixtureA()->GetUserData());
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if(d->ref != 0)
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d->ref->push();
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else
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lua_pushnil(L);
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}
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// Push second userdata.
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{
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fixtureudata * d = (fixtureudata *)(contacts[i]->contact->GetFixtureB()->GetUserData());
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if(d->ref != 0)
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d->ref->push();
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else
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lua_pushnil(L);
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}
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luax_newtype(L, "Contact", (PHYSICS_CONTACT_T), (void*)contacts[i], false);
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lua_call(L, 3, 0);
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}
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// Clear contacts.
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for(int i = 0;i<(int)contacts.size();i++)
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delete contacts[i];
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contacts.clear();
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}
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}
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World::World()
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: world(NULL)
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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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b2BodyDef def;
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groundBody = world->CreateBody(&def);
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}
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World::World(b2Vec2 gravity, bool sleep)
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: world(NULL)
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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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}
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World::~World()
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{
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world->DestroyBody(groundBody);
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delete world;
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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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begin.process();
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end.process();
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presolve.process();
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postsolve.process();
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}
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void World::BeginContact(b2Contact* contact)
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{
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begin.add(this, contact);
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}
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void World::EndContact(b2Contact* contact)
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{
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end.add(this, 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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presolve.add(this, 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.add(this, contact);
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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) 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) 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) 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) 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 lua_gettop(L);
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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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int World::getBodyCount()
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{
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return world->GetBodyCount();
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}
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int World::getJointCount()
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{
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return world->GetJointCount();
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}
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b2Body * World::getGroundBody()
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{
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return groundBody;
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}
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} // box2d
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} // physics
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} // love
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