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