Files
love/src/modules/physics/box2d/Body.cpp
T
2012-01-10 04:14:17 +01:00

467 lines
9.6 KiB
C++

/**
* Copyright (c) 2006-2012 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 "Body.h"
#include <common/math.h>
#include <common/Memoizer.h>
#include "Shape.h"
#include "Fixture.h"
#include "World.h"
#include "Physics.h"
namespace love
{
namespace physics
{
namespace box2d
{
Body::Body(World * world, b2Vec2 p, Body::Type type)
: world(world)
{
world->retain();
b2BodyDef def;
def.position = Physics::scaleDown(p);
body = world->world->CreateBody(&def);
// Box2D body holds a reference to the love Body.
this->retain();
this->setType(type);
Memoizer::add(body, this);
}
Body::Body(b2Body * b)
: body(b)
{
world = (World *)Memoizer::find(b->GetWorld());
world->retain();
// Box2D body holds a reference to the love Body.
this->retain();
Memoizer::add(body, this);
}
Body::~Body()
{
world->release();
body = 0;
}
float Body::getX()
{
return Physics::scaleUp(body->GetPosition().x);
}
float Body::getY()
{
return Physics::scaleUp(body->GetPosition().y);
}
void Body::getPosition(float & x_o, float & y_o)
{
b2Vec2 v = Physics::scaleUp(body->GetPosition());
x_o = v.x;
y_o = v.y;
}
void Body::getLinearVelocity(float & x_o, float & y_o)
{
b2Vec2 v = Physics::scaleUp(body->GetLinearVelocity());
x_o = v.x;
y_o = v.y;
}
float Body::getAngle()
{
return body->GetAngle();
}
void Body::getWorldCenter(float & x_o, float & y_o)
{
b2Vec2 v = Physics::scaleUp(body->GetWorldCenter());
x_o = v.x;
y_o = v.y;
}
void Body::getLocalCenter(float & x_o, float & y_o)
{
b2Vec2 v = Physics::scaleUp(body->GetLocalCenter());
x_o = v.x;
y_o = v.y;
}
float Body::getAngularVelocity() const
{
return body->GetAngularVelocity();
}
float Body::getMass() const
{
return body->GetMass();
}
float Body::getInertia() const
{
return body->GetInertia();
}
int Body::getMassData(lua_State * L)
{
b2MassData data;
body->GetMassData(&data);
b2Vec2 center = Physics::scaleUp(data.center);
lua_pushnumber(L, center.x);
lua_pushnumber(L, center.y);
lua_pushnumber(L, data.mass);
lua_pushnumber(L, data.I);
return 4;
}
float Body::getAngularDamping() const
{
return body->GetAngularDamping();
}
float Body::getLinearDamping() const
{
return body->GetLinearDamping();
}
float Body::getGravityScale() const
{
return body->GetGravityScale();
}
Body::Type Body::getType() const
{
switch (body->GetType())
{
case b2_staticBody:
return BODY_STATIC;
break;
case b2_dynamicBody:
return BODY_DYNAMIC;
break;
case b2_kinematicBody:
return BODY_KINEMATIC;
break;
default:
return BODY_INVALID;
break;
}
}
void Body::applyLinearImpulse(float jx, float jy)
{
body->ApplyLinearImpulse(Physics::scaleDown(b2Vec2(jx, jy)), body->GetWorldCenter());
}
void Body::applyLinearImpulse(float jx, float jy, float rx, float ry)
{
body->ApplyLinearImpulse(Physics::scaleDown(b2Vec2(jx, jy)), Physics::scaleDown(b2Vec2(rx, ry)));
}
void Body::applyAngularImpulse(float impulse)
{
// Angular impulse is in kg*m^2/s, meaning it needs to be scaled twice
body->ApplyAngularImpulse(Physics::scaleDown(Physics::scaleDown(impulse)));
}
void Body::applyTorque(float t)
{
// Torque is in N*m, or kg*m^2/s^2, meaning it also needs to be scaled twice
body->ApplyTorque(Physics::scaleDown(Physics::scaleDown(t)));
}
void Body::applyForce(float fx, float fy, float rx, float ry)
{
body->ApplyForce(Physics::scaleDown(b2Vec2(fx, fy)), Physics::scaleDown(b2Vec2(rx, ry)));
}
void Body::applyForce(float fx, float fy)
{
body->ApplyForce(Physics::scaleDown(b2Vec2(fx, fy)), body->GetWorldCenter());
}
void Body::setX(float x)
{
body->SetTransform(Physics::scaleDown(b2Vec2(x, getY())), getAngle());
}
void Body::setY(float y)
{
body->SetTransform(Physics::scaleDown(b2Vec2(getX(), y)), getAngle());
}
void Body::setLinearVelocity(float x, float y)
{
body->SetLinearVelocity(Physics::scaleDown(b2Vec2(x, y)));
}
void Body::setAngle(float d)
{
body->SetTransform(body->GetPosition(), d);
}
void Body::setAngularVelocity(float r)
{
body->SetAngularVelocity(r);
}
void Body::setPosition(float x, float y)
{
body->SetTransform(Physics::scaleDown(b2Vec2(x, y)), body->GetAngle());
}
void Body::setAngularDamping(float d)
{
body->SetAngularDamping(d);
}
void Body::setLinearDamping(float d)
{
body->SetLinearDamping(d);
}
void Body::resetMassData()
{
body->ResetMassData();
}
void Body::setMassData(float x, float y, float m, float i)
{
b2MassData massData;
massData.center = Physics::scaleDown(b2Vec2(x, y));
massData.mass = m;
massData.I = i;
body->SetMassData(&massData);
}
int Body::setMass(float m)
{
b2MassData data;
body->GetMassData(&data);
data.mass = m;
body->SetMassData(&data);
}
void Body::setInertia(float i)
{
b2MassData massData;
massData.center = body->GetLocalCenter();
massData.mass = body->GetMass();
massData.I = i;
body->SetMassData(&massData);
}
void Body::setGravityScale(float scale)
{
body->SetGravityScale(scale);
}
void Body::setType(Body::Type type)
{
switch (type)
{
case Body::BODY_STATIC:
body->SetType(b2_staticBody);
break;
case Body::BODY_DYNAMIC:
body->SetType(b2_dynamicBody);
break;
case Body::BODY_KINEMATIC:
body->SetType(b2_kinematicBody);
break;
default:
break;
}
}
void Body::getWorldPoint(float x, float y, float & x_o, float & y_o)
{
b2Vec2 v = Physics::scaleUp(body->GetWorldPoint(Physics::scaleDown(b2Vec2(x, y))));
x_o = v.x;
y_o = v.y;
}
void Body::getWorldVector(float x, float y, float & x_o, float & y_o)
{
b2Vec2 v = Physics::scaleUp(body->GetWorldVector(Physics::scaleDown(b2Vec2(x, y))));
x_o = v.x;
y_o = v.y;
}
int Body::getWorldPoints(lua_State * L)
{
int argc = lua_gettop(L);
int vcount = (int)argc/2;
// at least one point
love::luax_assert_argc(L, 2);
for (int i = 0;i<vcount;i++)
{
float x = (float)lua_tonumber(L, i*2+1);
float y = (float)lua_tonumber(L, i*2+2);
b2Vec2 point = Physics::scaleUp(body->GetWorldPoint(Physics::scaleDown(b2Vec2(x, y))));
lua_pushnumber(L, point.x);
lua_pushnumber(L, point.y);
}
return argc;
}
void Body::getLocalPoint(float x, float y, float & x_o, float & y_o)
{
b2Vec2 v = Physics::scaleUp(body->GetLocalPoint(Physics::scaleDown(b2Vec2(x, y))));
x_o = v.x;
y_o = v.y;
}
void Body::getLocalVector(float x, float y, float & x_o, float & y_o)
{
b2Vec2 v = Physics::scaleUp(body->GetLocalVector(Physics::scaleDown(b2Vec2(x, y))));
x_o = v.x;
y_o = v.y;
}
void Body::getLinearVelocityFromWorldPoint(float x, float y, float & x_o, float & y_o)
{
b2Vec2 v = Physics::scaleUp(body->GetLinearVelocityFromWorldPoint(Physics::scaleDown(b2Vec2(x, y))));
x_o = v.x;
y_o = v.y;
}
void Body::getLinearVelocityFromLocalPoint(float x, float y, float & x_o, float & y_o)
{
b2Vec2 v = Physics::scaleUp(body->GetLinearVelocityFromLocalPoint(Physics::scaleDown(b2Vec2(x, y))));
x_o = v.x;
y_o = v.y;
}
bool Body::isBullet() const
{
return body->IsBullet();
}
void Body::setBullet(bool bullet)
{
return body->SetBullet(bullet);
}
bool Body::isActive() const
{
return body->IsActive();
}
bool Body::isAwake() const
{
return body->IsAwake();
}
void Body::setSleepingAllowed(bool allow)
{
body->SetSleepingAllowed(allow);
}
bool Body::isSleepingAllowed() const
{
return body->IsSleepingAllowed();
}
void Body::setActive(bool active)
{
body->SetActive(active);
}
void Body::setAwake(bool awake)
{
body->SetAwake(awake);
}
void Body::setFixedRotation(bool fixed)
{
body->SetFixedRotation(fixed);
}
bool Body::isFixedRotation() const
{
return body->IsFixedRotation();
}
World * Body::getWorld() const
{
return world;
}
int Body::getFixtureList(lua_State * L) const
{
lua_newtable(L);
b2Fixture * f = body->GetFixtureList();
int i = 1;
do {
if (!f)
break;
Fixture * fixture = (Fixture *)Memoizer::find(f);
if (!fixture)
throw love::Exception("A fixture has escaped Memoizer!");
fixture->retain();
luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)fixture);
lua_rawseti(L, -2, i);
i++;
} while ((f = f->GetNext()));
return 1;
}
b2Vec2 Body::getVector(lua_State * L)
{
love::luax_assert_argc(L, 2, 2);
b2Vec2 v((float)lua_tonumber(L, 1), (float)lua_tonumber(L, 2));
lua_pop(L, 2);
return v;
}
int Body::pushVector(lua_State * L, const b2Vec2 & v)
{
lua_pushnumber(L, v.x);
lua_pushnumber(L, v.y);
return 2;
}
void Body::destroy()
{
if (world->world->IsLocked())
{
// Called during time step. Save reference for destruction afterwards.
this->retain();
world->destructBodies.push_back(this);
return;
}
world->world->DestroyBody(body);
Memoizer::remove(body);
body = NULL;
// Box2D body destroyed. Release its reference to the love Body.
this->release();
}
} // box2d
} // physics
} // love