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ac9ae82524
#1130 - Shapes are now directly attached to Bodies when they're created (similar to love 0.7 and older). - Fixtures are removed. - All methods that were in Fixtures now exist in Shapes. - All APIs that used or returned a Fixture now do the same with a Shape. - Add new love.physics.new*Shape variants that take a Body as the first parameter. - Deprecate the new*Shape APIs that don't take a Body. - Deprecate love.physics.newFixture (the deprecated function now returns a Shape). - Replace Body:getFixture and Body:getFixtures with Body:getShape and Body:getShapes (Body:getFixtures is deprecated). - Replace World:queryFixturesInArea and World:getFixturesInArea with World:queryShapesInArea and World:getShapesInArea (queryFixturesInArea is deprecated). - Replace Contact:getFixtures with Contact:getShapes (Contact:getFixtures is deprecated). - Replace all love.physics callback Fixture parameters with Shape parameters. - Deprecate ChainShape:getChildEdge.
115 lines
2.7 KiB
C++
115 lines
2.7 KiB
C++
/**
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* Copyright (c) 2006-2023 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 "ChainShape.h"
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// Module
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#include "Body.h"
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#include "World.h"
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#include "Physics.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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love::Type ChainShape::type("ChainShape", &Shape::type);
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ChainShape::ChainShape(Body *body, const b2ChainShape &c)
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: Shape(body, c)
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{
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}
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ChainShape::~ChainShape()
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{
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}
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void ChainShape::setNextVertex(float x, float y)
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{
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throwIfShapeNotValid();
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b2Vec2 v(x, y);
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b2ChainShape *c = (b2ChainShape *)shape;
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c->m_nextVertex = Physics::scaleDown(v);
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}
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void ChainShape::setPreviousVertex(float x, float y)
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{
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throwIfShapeNotValid();
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b2Vec2 v(x, y);
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b2ChainShape *c = (b2ChainShape *)shape;
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c->m_prevVertex = Physics::scaleDown(v);
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}
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b2Vec2 ChainShape::getNextVertex() const
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{
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throwIfShapeNotValid();
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b2ChainShape *c = (b2ChainShape *)shape;
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return Physics::scaleUp(c->m_nextVertex);
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}
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b2Vec2 ChainShape::getPreviousVertex() const
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{
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throwIfShapeNotValid();
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b2ChainShape *c = (b2ChainShape *)shape;
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return Physics::scaleUp(c->m_prevVertex);
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}
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EdgeShape *ChainShape::getChildEdge(int index) const
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{
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throwIfShapeNotValid();
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b2ChainShape *c = (b2ChainShape *)shape;
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b2EdgeShape e;
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c->GetChildEdge(&e, index);
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return new EdgeShape(nullptr, e);
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}
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int ChainShape::getVertexCount() const
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{
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throwIfShapeNotValid();
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b2ChainShape *c = (b2ChainShape *)shape;
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return c->m_count;
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}
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b2Vec2 ChainShape::getPoint(int index) const
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{
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throwIfShapeNotValid();
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b2ChainShape *c = (b2ChainShape *)shape;
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if (index < 0 || index >= c->m_count)
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throw love::Exception("Physics error: index out of bounds");
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const b2Vec2 &v = c->m_vertices[index];
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return Physics::scaleUp(v);
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}
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const b2Vec2 *ChainShape::getPoints() const
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{
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throwIfShapeNotValid();
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b2ChainShape *c = (b2ChainShape *)shape;
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return c->m_vertices;
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}
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} // box2d
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} // physics
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} // love
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