Files
love/src/modules/physics/box2d/Physics.cpp
T
2010-10-12 21:36:41 +02:00

191 lines
5.2 KiB
C++

/**
* Copyright (c) 2006-2010 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 "Physics.h"
// Convex Hull Scan
#include "graham/GrahamScanConvexHull.h"
// LOVE
#include <common/math.h>
#include "wrap_Body.h"
namespace love
{
namespace physics
{
namespace box2d
{
const char * Physics::getName() const
{
return "love.physics.box2d";
}
World * Physics::newWorld(float lx, float ly, float ux, float uy, float gx, float gy, bool sleep, int meter)
{
b2AABB aabb;
aabb.lowerBound.Set(lx, ly);
aabb.upperBound.Set(ux, uy);
return new World(aabb, b2Vec2(gx, gy), sleep, meter);
}
World * Physics::newWorld(float lx, float ly, float ux, float uy, float gx, float gy, bool sleep)
{
b2AABB aabb;
aabb.lowerBound.Set(lx, ly);
aabb.upperBound.Set(ux, uy);
return new World(aabb, b2Vec2(gx, gy), sleep);
}
World * Physics::newWorld(float w, float h)
{
return newWorld(0, 0, w, h, 0, 0, true);
}
Body * Physics::newBody(World * world, float x, float y, float mass, float i)
{
return new Body(world, b2Vec2(x, y), mass, i);
}
Body * Physics::newBody(World * world, float x, float y)
{
return new Body(world, b2Vec2(x, y), 1, 1);
}
Body * Physics::newBody(World * world)
{
return new Body(world, b2Vec2(0, 0), 1, 1);
}
CircleShape * Physics::newCircleShape(Body * body, float radius)
{
return newCircleShape(body, 0, 0, radius);
}
CircleShape * Physics::newCircleShape(Body * body, float x, float y, float radius)
{
b2CircleDef def;
def.density = 1.0f;
def.localPosition.Set(x, y);
def.friction = 0.5f;
def.restitution = 0.1f;
def.radius = radius;
return new CircleShape(body, &def);
}
PolygonShape * Physics::newRectangleShape(Body * body, float w, float h)
{
return newRectangleShape(body, 0, 0, w, h, 0);
}
PolygonShape * Physics::newRectangleShape(Body * body, float x, float y, float w, float h)
{
return newRectangleShape(body, x, y, w, h, 0);
}
PolygonShape * Physics::newRectangleShape(Body * body, float x, float y, float w, float h, float angle)
{
b2PolygonDef def;
def.friction = 0.5f;
def.restitution = 0.1f;
def.density = 1.0f;
def.SetAsBox(w/2.0f, h/2.0f, b2Vec2(x, y), angle);
return new PolygonShape(body, &def);
}
int Physics::newPolygonShape(lua_State * L)
{
int argc = lua_gettop(L);
int vcount = (int)(argc-1)/2;
// 1 body + 3 vertices
love::luax_assert_argc(L, 1 + (2 * 3));
Body * b = luax_checkbody(L, 1);
b2PolygonDef def;
def.friction = 0.5f;
def.restitution = 0.1f;
def.density = 1.0f;
std::vector<point2d> points(def.vertexCount);
std::vector<point2d> convex_hull;
for(int i = 0;i<vcount;i++)
{
float x = (float)lua_tonumber(L, -2);
float y = (float)lua_tonumber(L, -1);
point2d tmp(x, y);
points.push_back(tmp);
lua_pop(L, 2);
}
// Compute convex hull.
GrahamScanConvexHull()(points, convex_hull);
def.vertexCount = (int32)convex_hull.size();
if(def.vertexCount < 3)
return luaL_error(L, "Polygon degenerated to less than three points.");
for(int i = 0;i<def.vertexCount;i++)
def.vertices[def.vertexCount-i-1].Set((float)convex_hull[i].x, (float)convex_hull[i].y);
PolygonShape * p = new PolygonShape(b, &def);
luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)p);
return 1;
}
DistanceJoint * Physics::newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2)
{
return new DistanceJoint(body1, body2, x1, y1, x2, y2);
}
MouseJoint * Physics::newMouseJoint(Body * body, float x, float y)
{
return new MouseJoint(body, x, y);
}
RevoluteJoint * Physics::newRevoluteJoint(Body * body1, Body * body2, float x, float y)
{
return new RevoluteJoint(body1, body2, x, y);
}
PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay)
{
return new PrismaticJoint(body1, body2, x, y, ax, ay);
}
PulleyJoint * Physics::newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio)
{
return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio);
}
GearJoint * Physics::newGearJoint(Joint * joint1, Joint * joint2, float ratio)
{
return new GearJoint(joint1, joint2, ratio);
}
} // box2d
} // physics
} // love