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https://github.com/love2d/love.git
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331 lines
7.0 KiB
C++
331 lines
7.0 KiB
C++
/**
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* Copyright (c) 2006-2012 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 "Fixture.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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#include <common/Memoizer.h>
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// STD
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#include <bitset>
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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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Fixture::Fixture(Body * body, Shape * shape, float density)
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: body(body), fixture(NULL)
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{
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data = new fixtureudata();
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data->ref = 0;
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b2FixtureDef def;
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def.shape = shape->shape;
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def.userData = (void *)data;
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def.density = density;
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fixture = body->body->CreateFixture(&def);
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this->retain();
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Memoizer::add(fixture, this);
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}
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Fixture::Fixture(b2Fixture * f)
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: fixture(f)
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{
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data = (fixtureudata *)f->GetUserData();
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body = (Body *)Memoizer::find(f->GetBody());
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if (!body)
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body = new Body(f->GetBody());
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this->retain();
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Memoizer::add(fixture, this);
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}
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Fixture::~Fixture()
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{
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if (data->ref != 0)
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delete data->ref;
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delete data;
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data = NULL;
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fixture = NULL;
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}
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Shape::Type Fixture::getType() const
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{
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return Shape(fixture->GetShape()).getType();
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}
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void Fixture::setFriction(float friction)
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{
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fixture->SetFriction(friction);
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}
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void Fixture::setRestitution(float restitution)
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{
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fixture->SetRestitution(restitution);
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}
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void Fixture::setDensity(float density)
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{
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fixture->SetDensity(density);
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}
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void Fixture::setSensor(bool sensor)
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{
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fixture->SetSensor(sensor);
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}
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float Fixture::getFriction() const
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{
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return fixture->GetFriction();
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}
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float Fixture::getRestitution() const
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{
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return fixture->GetRestitution();
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}
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float Fixture::getDensity() const
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{
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return fixture->GetDensity();
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}
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bool Fixture::isSensor() const
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{
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return fixture->IsSensor();
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}
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Body * Fixture::getBody() const
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{
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return body;
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}
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Shape * Fixture::getShape() const
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{
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if (!fixture->GetShape())
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return NULL;
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Shape * s = (Shape *)Memoizer::find(fixture->GetShape());
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if (!s)
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{
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b2BlockAllocator a;
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s = new Shape(fixture->GetShape()->Clone(&a));
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}
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else
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s->retain();
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return s;
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}
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bool Fixture::isValid() const
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{
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return fixture != 0;
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}
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void Fixture::setFilterData(int * v)
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{
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b2Filter f;
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f.categoryBits = (unsigned short)v[0];
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f.maskBits = (unsigned short)v[1];
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f.groupIndex = v[2];
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fixture->SetFilterData(f);
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}
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void Fixture::getFilterData(int * v)
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{
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b2Filter f = fixture->GetFilterData();
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v[0] = (int)f.categoryBits;
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v[1] = (int)f.maskBits;
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v[2] = f.groupIndex;
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}
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int Fixture::setCategory(lua_State * L)
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{
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b2Filter f = fixture->GetFilterData();
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f.categoryBits = (uint16)getBits(L);
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fixture->SetFilterData(f);
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return 0;
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}
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int Fixture::setMask(lua_State * L)
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{
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b2Filter f = fixture->GetFilterData();
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f.maskBits = ~(uint16)getBits(L);
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fixture->SetFilterData(f);
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return 0;
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}
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void Fixture::setGroupIndex(int index)
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{
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b2Filter f = fixture->GetFilterData();
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f.groupIndex = (uint16)index;
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fixture->SetFilterData(f);
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}
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int Fixture::getGroupIndex() const
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{
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b2Filter f = fixture->GetFilterData();
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return f.groupIndex;
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}
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int Fixture::getCategory(lua_State * L)
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{
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return pushBits(L, fixture->GetFilterData().categoryBits);
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}
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int Fixture::getMask(lua_State * L)
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{
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return pushBits(L, ~(fixture->GetFilterData().maskBits));
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}
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uint16 Fixture::getBits(lua_State * L)
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{
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// Get number of args.
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int argc = lua_gettop(L);
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// The new bitset.
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std::bitset<16> b;
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for (int i = 1;i<=argc;i++)
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{
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size_t bpos = (size_t)(lua_tointeger(L, i)-1);
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if (bpos > 16)
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return luaL_error(L, "Values must be in range 1-16.");
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b.set(bpos, true);
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}
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return (uint16)b.to_ulong();
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}
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int Fixture::pushBits(lua_State * L, uint16 bits)
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{
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// Create a bitset.
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std::bitset<16> b((int)bits);
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// Push all set bits.
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for (int i = 0;i<16;i++)
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if (b.test(i))
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lua_pushinteger(L, i+1);
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// Count number of set bits.
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return (int)b.count();
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}
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int Fixture::setUserData(lua_State * L)
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{
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love::luax_assert_argc(L, 1, 1);
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if (data->ref != 0)
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{
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delete data->ref;
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data->ref = 0;
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}
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data->ref = new Reference(L);
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return 0;
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}
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int Fixture::getUserData(lua_State * L)
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{
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love::luax_assert_argc(L, 0, 0);
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if (data->ref != 0)
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data->ref->push();
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else
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lua_pushnil(L);
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return 1;
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}
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bool Fixture::testPoint(float x, float y) const
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{
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return fixture->TestPoint(Physics::scaleDown(b2Vec2(x, y)));
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}
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int Fixture::rayCast(lua_State * L) const
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{
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float p1x = Physics::scaleDown((float)luaL_checknumber(L, 1));
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float p1y = Physics::scaleDown((float)luaL_checknumber(L, 2));
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float p2x = Physics::scaleDown((float)luaL_checknumber(L, 3));
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float p2y = Physics::scaleDown((float)luaL_checknumber(L, 4));
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float maxFraction = (float)luaL_checknumber(L, 5);
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int childIndex = (int)luaL_optint(L, 6, 1) - 1; // Convert from 1-based index
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b2RayCastInput input;
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input.p1.Set(p1x, p1y);
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input.p2.Set(p2x, p2y);
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input.maxFraction = maxFraction;
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b2RayCastOutput output;
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if (!fixture->RayCast(&output, input, childIndex))
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return 0; // Nothing hit.
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lua_pushnumber(L, Physics::scaleUp(output.normal.x));
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lua_pushnumber(L, Physics::scaleUp(output.normal.y));
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lua_pushnumber(L, output.fraction);
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return 3;
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}
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int Fixture::getBoundingBox(lua_State * L) const
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{
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int childIndex = (int)luaL_optint(L, 1, 1) - 1; // Convert from 1-based index
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b2AABB box = fixture->GetAABB(childIndex);
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box = Physics::scaleUp(box);
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lua_pushnumber(L, box.lowerBound.x);
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lua_pushnumber(L, box.lowerBound.y);
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lua_pushnumber(L, box.upperBound.x);
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lua_pushnumber(L, box.upperBound.y);
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return 4;
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}
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int Fixture::getMassData(lua_State * L) const
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{
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b2MassData data;
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fixture->GetMassData(&data);
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b2Vec2 center = Physics::scaleUp(data.center);
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lua_pushnumber(L, center.x);
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lua_pushnumber(L, center.y);
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lua_pushnumber(L, data.mass);
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lua_pushnumber(L, data.I);
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return 4;
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}
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void Fixture::destroy(bool implicit)
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{
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if (body->world->world->IsLocked())
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{
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// Called during time step. Save reference for destruction afterwards.
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this->retain();
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body->world->destructFixtures.push_back(this);
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return;
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}
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if (!implicit && fixture != 0)
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body->body->DestroyFixture(fixture);
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Memoizer::remove(fixture);
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fixture = NULL;
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// Box2D fixture destroyed. Release its reference to the love Fixture.
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this->release();
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}
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} // box2d
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} // physics
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} // love
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