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https://github.com/love2d/love.git
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83 lines
2.1 KiB
C++
83 lines
2.1 KiB
C++
/**
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* Copyright (c) 2006-2010 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 "Contact.h"
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#include "World.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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Contact::Contact(World * world, const b2ContactPoint * point)
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: point(*point), world(world)
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{
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world->retain();
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}
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Contact::~Contact()
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{
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world->release();
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}
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int Contact::getPosition(lua_State * L)
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{
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love::luax_assert_argc(L, 1, 1);
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lua_pushnumber(L, world->scaleUp(point.position.x));
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lua_pushnumber(L, world->scaleUp(point.position.y));
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return 2;
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}
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int Contact::getVelocity(lua_State * L)
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{
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love::luax_assert_argc(L, 1, 1);
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lua_pushnumber(L, world->scaleUp(point.velocity.x));
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lua_pushnumber(L, world->scaleUp(point.velocity.y));
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return 2;
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}
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int Contact::getNormal(lua_State * L)
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{
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love::luax_assert_argc(L, 1, 1);
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lua_pushnumber(L, world->scaleUp(point.normal.x));
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lua_pushnumber(L, world->scaleUp(point.normal.y));
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return 2;
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}
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float Contact::getSeparation() const
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{
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return world->scaleUp(point.separation);
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}
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float Contact::getFriction() const
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{
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return point.friction;
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}
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float Contact::getRestitution() const
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{
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return point.restitution;
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}
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} // box2d
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} // physics
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} // love
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