Files
love/src/modules/physics/box2d/Contact.cpp
T
Sasha Szpakowski ac9ae82524 love.physics: simplify Body and Shape API.
#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.
2023-10-07 15:17:24 -03:00

158 lines
3.2 KiB
C++

/**
* Copyright (c) 2006-2023 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.
**/
#include "Contact.h"
#include "World.h"
#include "Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
love::Type Contact::type("Contact", &Object::type);
Contact::Contact(World *world, b2Contact *contact)
: contact(contact)
, world(world)
{
world->registerObject(contact, this);
}
Contact::~Contact()
{
invalidate();
}
void Contact::invalidate()
{
if (contact != nullptr)
{
world->unregisterObject(contact);
contact = nullptr;
}
}
bool Contact::isValid()
{
return contact != nullptr;
}
int Contact::getPositions(lua_State *L)
{
love::luax_assert_argc(L, 1, 1);
b2WorldManifold manifold;
contact->GetWorldManifold(&manifold);
int points = contact->GetManifold()->pointCount;
for (int i = 0; i < points; i++)
{
b2Vec2 position = Physics::scaleUp(manifold.points[i]);
lua_pushnumber(L, position.x);
lua_pushnumber(L, position.y);
}
return points*2;
}
int Contact::getNormal(lua_State *L)
{
love::luax_assert_argc(L, 1, 1);
b2WorldManifold manifold;
contact->GetWorldManifold(&manifold);
lua_pushnumber(L, manifold.normal.x);
lua_pushnumber(L, manifold.normal.y);
return 2;
}
float Contact::getFriction() const
{
return contact->GetFriction();
}
float Contact::getRestitution() const
{
return contact->GetRestitution();
}
bool Contact::isEnabled() const
{
return contact->IsEnabled();
}
bool Contact::isTouching() const
{
return contact->IsTouching();
}
void Contact::setFriction(float friction)
{
contact->SetFriction(friction);
}
void Contact::setRestitution(float restitution)
{
contact->SetRestitution(restitution);
}
void Contact::setEnabled(bool enabled)
{
contact->SetEnabled(enabled);
}
void Contact::resetFriction()
{
contact->ResetFriction();
}
void Contact::resetRestitution()
{
contact->ResetRestitution();
}
void Contact::setTangentSpeed(float speed)
{
contact->SetTangentSpeed(speed);
}
float Contact::getTangentSpeed() const
{
return contact->GetTangentSpeed();
}
void Contact::getChildren(int &childA, int &childB)
{
childA = contact->GetChildIndexA();
childB = contact->GetChildIndexB();
}
void Contact::getShapes(Shape *&shapeA, Shape *&shapeB)
{
shapeA = (Shape *) (contact->GetFixtureA()->GetUserData().pointer);
shapeB = (Shape *) (contact->GetFixtureB()->GetUserData().pointer);
if (!shapeA || !shapeB)
throw love::Exception("A Shape has escaped Memoizer!");
}
} // box2d
} // physics
} // love