mirror of
https://github.com/love2d/love.git
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595 lines
12 KiB
C++
595 lines
12 KiB
C++
/**
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* Copyright (c) 2006-2020 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 "Body.h"
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#include "common/math.h"
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#include "Shape.h"
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#include "Fixture.h"
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#include "World.h"
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#include "Physics.h"
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// Needed for luax_pushjoint.
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#include "wrap_Joint.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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Body::Body(World *world, b2Vec2 p, Body::Type type)
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: world(world)
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, udata(nullptr)
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{
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udata = new bodyudata();
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udata->ref = nullptr;
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b2BodyDef def;
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def.position = Physics::scaleDown(p);
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def.userData.pointer = (uintptr_t)udata;
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body = world->world->CreateBody(&def);
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// Box2D body holds a reference to the love Body.
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this->retain();
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this->setType(type);
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world->registerObject(body, this);
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}
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Body::~Body()
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{
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if (!udata)
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return;
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if (udata->ref)
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delete udata->ref;
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delete udata;
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}
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float Body::getX()
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{
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return Physics::scaleUp(body->GetPosition().x);
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}
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float Body::getY()
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{
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return Physics::scaleUp(body->GetPosition().y);
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}
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void Body::getPosition(float &x_o, float &y_o)
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{
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b2Vec2 v = Physics::scaleUp(body->GetPosition());
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x_o = v.x;
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y_o = v.y;
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}
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void Body::getLinearVelocity(float &x_o, float &y_o)
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{
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b2Vec2 v = Physics::scaleUp(body->GetLinearVelocity());
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x_o = v.x;
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y_o = v.y;
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}
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float Body::getAngle()
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{
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return body->GetAngle();
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}
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void Body::getWorldCenter(float &x_o, float &y_o)
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{
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b2Vec2 v = Physics::scaleUp(body->GetWorldCenter());
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x_o = v.x;
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y_o = v.y;
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}
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void Body::getLocalCenter(float &x_o, float &y_o)
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{
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b2Vec2 v = Physics::scaleUp(body->GetLocalCenter());
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x_o = v.x;
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y_o = v.y;
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}
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float Body::getAngularVelocity() const
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{
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return body->GetAngularVelocity();
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}
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void Body::getKinematicState(b2Vec2 &pos_o, float &a_o, b2Vec2 &vel_o, float &da_o) const
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{
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pos_o = Physics::scaleUp(body->GetPosition());
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a_o = body->GetAngle();
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vel_o = Physics::scaleUp(body->GetLinearVelocity());
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da_o = body->GetAngularVelocity();
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}
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float Body::getMass() const
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{
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return body->GetMass();
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}
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float Body::getInertia() const
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{
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return Physics::scaleUp(Physics::scaleUp(body->GetInertia()));
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}
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int Body::getMassData(lua_State *L)
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{
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b2MassData data;
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body->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, Physics::scaleUp(Physics::scaleUp(data.I)));
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return 4;
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}
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float Body::getAngularDamping() const
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{
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return body->GetAngularDamping();
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}
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float Body::getLinearDamping() const
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{
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return body->GetLinearDamping();
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}
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float Body::getGravityScale() const
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{
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return body->GetGravityScale();
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}
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Body::Type Body::getType() const
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{
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switch (body->GetType())
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{
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case b2_staticBody:
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return BODY_STATIC;
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break;
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case b2_dynamicBody:
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return BODY_DYNAMIC;
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break;
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case b2_kinematicBody:
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return BODY_KINEMATIC;
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break;
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default:
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return BODY_INVALID;
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break;
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}
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}
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void Body::applyLinearImpulse(float jx, float jy, bool wake)
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{
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body->ApplyLinearImpulse(Physics::scaleDown(b2Vec2(jx, jy)), body->GetWorldCenter(), wake);
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}
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void Body::applyLinearImpulse(float jx, float jy, float rx, float ry, bool wake)
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{
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body->ApplyLinearImpulse(Physics::scaleDown(b2Vec2(jx, jy)), Physics::scaleDown(b2Vec2(rx, ry)), wake);
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}
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void Body::applyAngularImpulse(float impulse, bool wake)
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{
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// Angular impulse is in kg*m^2/s, meaning it needs to be scaled twice
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body->ApplyAngularImpulse(Physics::scaleDown(Physics::scaleDown(impulse)), wake);
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}
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void Body::applyTorque(float t, bool wake)
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{
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// Torque is in N*m, or kg*m^2/s^2, meaning it also needs to be scaled twice
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body->ApplyTorque(Physics::scaleDown(Physics::scaleDown(t)), wake);
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}
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void Body::applyForce(float fx, float fy, float rx, float ry, bool wake)
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{
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body->ApplyForce(Physics::scaleDown(b2Vec2(fx, fy)), Physics::scaleDown(b2Vec2(rx, ry)), wake);
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}
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void Body::applyForce(float fx, float fy, bool wake)
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{
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body->ApplyForceToCenter(Physics::scaleDown(b2Vec2(fx, fy)), wake);
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}
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void Body::setX(float x)
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{
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body->SetTransform(Physics::scaleDown(b2Vec2(x, getY())), getAngle());
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}
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void Body::setY(float y)
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{
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body->SetTransform(Physics::scaleDown(b2Vec2(getX(), y)), getAngle());
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}
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void Body::setLinearVelocity(float x, float y)
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{
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body->SetLinearVelocity(Physics::scaleDown(b2Vec2(x, y)));
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}
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void Body::setAngle(float d)
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{
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body->SetTransform(body->GetPosition(), d);
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}
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void Body::setAngularVelocity(float r)
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{
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body->SetAngularVelocity(r);
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}
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void Body::setKinematicState(b2Vec2 pos, float a, b2Vec2 vel, float da)
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{
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body->SetTransform(Physics::scaleDown(pos), a);
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body->SetLinearVelocity(Physics::scaleDown(vel));
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body->SetAngularVelocity(da);
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}
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void Body::setPosition(float x, float y)
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{
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body->SetTransform(Physics::scaleDown(b2Vec2(x, y)), body->GetAngle());
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}
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void Body::setAngularDamping(float d)
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{
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body->SetAngularDamping(d);
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}
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void Body::setLinearDamping(float d)
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{
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body->SetLinearDamping(d);
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}
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void Body::resetMassData()
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{
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body->ResetMassData();
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}
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void Body::setMassData(float x, float y, float m, float i)
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{
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b2MassData massData;
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massData.center = Physics::scaleDown(b2Vec2(x, y));
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massData.mass = m;
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massData.I = Physics::scaleDown(Physics::scaleDown(i));
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body->SetMassData(&massData);
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}
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void Body::setMass(float m)
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{
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b2MassData data;
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body->GetMassData(&data);
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data.mass = m;
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body->SetMassData(&data);
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}
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void Body::setInertia(float i)
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{
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b2MassData massData;
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massData.center = body->GetLocalCenter();
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massData.mass = body->GetMass();
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massData.I = Physics::scaleDown(Physics::scaleDown(i));
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body->SetMassData(&massData);
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}
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void Body::setGravityScale(float scale)
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{
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body->SetGravityScale(scale);
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}
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void Body::setType(Body::Type type)
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{
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switch (type)
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{
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case Body::BODY_STATIC:
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body->SetType(b2_staticBody);
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break;
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case Body::BODY_DYNAMIC:
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body->SetType(b2_dynamicBody);
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break;
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case Body::BODY_KINEMATIC:
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body->SetType(b2_kinematicBody);
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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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void Body::getWorldPoint(float x, float y, float &x_o, float &y_o)
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{
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b2Vec2 v = Physics::scaleUp(body->GetWorldPoint(Physics::scaleDown(b2Vec2(x, y))));
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x_o = v.x;
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y_o = v.y;
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}
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void Body::getWorldVector(float x, float y, float &x_o, float &y_o)
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{
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b2Vec2 v = Physics::scaleUp(body->GetWorldVector(Physics::scaleDown(b2Vec2(x, y))));
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x_o = v.x;
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y_o = v.y;
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}
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int Body::getWorldPoints(lua_State *L)
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{
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int argc = lua_gettop(L);
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int vcount = (int)argc/2;
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// at least one point
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love::luax_assert_argc(L, 2);
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for (int i = 0; i<vcount; i++)
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{
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float x = (float)lua_tonumber(L, 1);
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float y = (float)lua_tonumber(L, 2);
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// Remove them, so we don't run out of stack space
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lua_remove(L, 1);
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lua_remove(L, 1);
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// Time for scaling
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b2Vec2 point = Physics::scaleUp(body->GetWorldPoint(Physics::scaleDown(b2Vec2(x, y))));
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// And then we push the result
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lua_pushnumber(L, point.x);
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lua_pushnumber(L, point.y);
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}
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return argc;
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}
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void Body::getLocalPoint(float x, float y, float &x_o, float &y_o)
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{
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b2Vec2 v = Physics::scaleUp(body->GetLocalPoint(Physics::scaleDown(b2Vec2(x, y))));
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x_o = v.x;
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y_o = v.y;
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}
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void Body::getLocalVector(float x, float y, float &x_o, float &y_o)
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{
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b2Vec2 v = Physics::scaleUp(body->GetLocalVector(Physics::scaleDown(b2Vec2(x, y))));
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x_o = v.x;
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y_o = v.y;
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}
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int Body::getLocalPoints(lua_State *L)
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{
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int argc = lua_gettop(L);
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int vcount = (int)argc/2;
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// at least one point
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love::luax_assert_argc(L, 2);
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for (int i = 0; i<vcount; i++)
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{
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float x = (float)lua_tonumber(L, 1);
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float y = (float)lua_tonumber(L, 2);
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// Remove them, so we don't run out of stack space
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lua_remove(L, 1);
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lua_remove(L, 1);
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// Time for scaling
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b2Vec2 point = Physics::scaleUp(body->GetLocalPoint(Physics::scaleDown(b2Vec2(x, y))));
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// And then we push the result
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lua_pushnumber(L, point.x);
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lua_pushnumber(L, point.y);
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}
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return argc;
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}
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void Body::getLinearVelocityFromWorldPoint(float x, float y, float &x_o, float &y_o)
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{
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b2Vec2 v = Physics::scaleUp(body->GetLinearVelocityFromWorldPoint(Physics::scaleDown(b2Vec2(x, y))));
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x_o = v.x;
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y_o = v.y;
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}
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void Body::getLinearVelocityFromLocalPoint(float x, float y, float &x_o, float &y_o)
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{
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b2Vec2 v = Physics::scaleUp(body->GetLinearVelocityFromLocalPoint(Physics::scaleDown(b2Vec2(x, y))));
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x_o = v.x;
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y_o = v.y;
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}
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bool Body::isBullet() const
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{
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return body->IsBullet();
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}
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void Body::setBullet(bool bullet)
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{
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return body->SetBullet(bullet);
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}
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bool Body::isEnabled() const
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{
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return body->IsEnabled();
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}
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bool Body::isAwake() const
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{
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return body->IsAwake();
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}
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void Body::setSleepingAllowed(bool allow)
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{
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body->SetSleepingAllowed(allow);
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}
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bool Body::isSleepingAllowed() const
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{
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return body->IsSleepingAllowed();
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}
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void Body::setEnabled(bool enabled)
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{
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body->SetEnabled(enabled);
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}
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void Body::setAwake(bool awake)
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{
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body->SetAwake(awake);
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}
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void Body::setFixedRotation(bool fixed)
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{
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body->SetFixedRotation(fixed);
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}
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bool Body::isFixedRotation() const
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{
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return body->IsFixedRotation();
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}
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bool Body::isTouching(Body *other) const
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{
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const b2ContactEdge *ce = body->GetContactList();
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b2Body *otherbody = other->body;
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while (ce != nullptr)
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{
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if (ce->other == otherbody && ce->contact != nullptr && ce->contact->IsTouching())
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return true;
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ce = ce->next;
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}
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return false;
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}
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World *Body::getWorld() const
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{
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return world;
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}
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int Body::getFixtures(lua_State *L) const
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{
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lua_newtable(L);
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b2Fixture *f = body->GetFixtureList();
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int i = 1;
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do
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{
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if (!f)
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break;
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Fixture *fixture = (Fixture *)world->findObject(f);
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if (!fixture)
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throw love::Exception("A fixture has escaped Memoizer!");
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luax_pushtype(L, fixture);
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lua_rawseti(L, -2, i);
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i++;
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}
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while ((f = f->GetNext()));
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return 1;
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}
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int Body::getJoints(lua_State *L) const
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{
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lua_newtable(L);
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const b2JointEdge *je = body->GetJointList();
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int i = 1;
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do
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{
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if (!je)
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break;
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Joint *joint = (Joint *) world->findObject(je->joint);
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if (!joint)
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throw love::Exception("A joint has escaped Memoizer!");
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luax_pushjoint(L, joint);
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lua_rawseti(L, -2, i);
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i++;
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}
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while ((je = je->next));
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return 1;
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}
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int Body::getContacts(lua_State *L) const
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{
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lua_newtable(L);
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const b2ContactEdge *ce = body->GetContactList();
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int i = 1;
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do
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{
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if (!ce)
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break;
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Contact *contact = (Contact *) world->findObject(ce->contact);
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if (!contact)
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contact = new Contact(world, ce->contact);
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else
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contact->retain();
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luax_pushtype(L, contact);
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contact->release();
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lua_rawseti(L, -2, i);
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i++;
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}
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while ((ce = ce->next));
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return 1;
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}
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void Body::destroy()
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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->destructBodies.push_back(this);
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return;
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}
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world->world->DestroyBody(body);
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world->unregisterObject(body);
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body = NULL;
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// Remove userdata reference to avoid it sticking around after GC
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if (udata && udata->ref)
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udata->ref->unref();
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// Box2D body destroyed. Release its reference to the love Body.
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this->release();
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}
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int Body::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 == nullptr)
|
|
{
|
|
udata = new bodyudata();
|
|
body->GetUserData().pointer = (uintptr_t)udata;
|
|
}
|
|
|
|
if(!udata->ref)
|
|
udata->ref = new Reference();
|
|
|
|
udata->ref->ref(L);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int Body::getUserData(lua_State *L)
|
|
{
|
|
if (udata != nullptr && udata->ref != nullptr)
|
|
udata->ref->push(L);
|
|
else
|
|
lua_pushnil(L);
|
|
|
|
return 1;
|
|
}
|
|
|
|
} // box2d
|
|
} // physics
|
|
} // love
|