Files
love/src/modules/physics/box2d/Physics.cpp
T
Bill Meltsner de90c5e0d5 Fix Physics linker error
--HG--
branch : box2d-update
2011-09-23 22:54:29 -04:00

289 lines
7.2 KiB
C++

/**
* Copyright (c) 2006-2011 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
{
int Physics::meter = Physics::DEFAULT_METER;
const char * Physics::getName() const
{
return "love.physics.box2d";
}
World * Physics::newWorld(float gx, float gy, bool sleep, int meter)
{
Physics::setMeter(meter);
return new World(b2Vec2(gx, gy), sleep);
}
Body * Physics::newBody(World * world, float x, float y)
{
return new Body(world, b2Vec2(x, y));
}
Body * Physics::newBody(World * world)
{
return new Body(world, b2Vec2(0, 0));
}
CircleShape * Physics::newCircleShape(float radius)
{
return newCircleShape(0, 0, radius);
}
CircleShape * Physics::newCircleShape(float x, float y, float radius)
{
b2CircleShape s;
s.m_p = b2Vec2(x, y);
s.m_radius = radius;
return new CircleShape(&s);
}
PolygonShape * Physics::newRectangleShape(float w, float h)
{
return newRectangleShape(0, 0, w, h, 0);
}
PolygonShape * Physics::newRectangleShape(float x, float y, float w, float h)
{
return newRectangleShape(x, y, w, h, 0);
}
PolygonShape * Physics::newRectangleShape(float x, float y, float w, float h, float angle)
{
b2PolygonShape s;
s.SetAsBox(w/2.0f, h/2.0f, b2Vec2(x, y), angle);
return new PolygonShape(&s);
}
EdgeShape * Physics::newEdgeShape(float x1, float y1, float x2, float y2)
{
b2EdgeShape s;
s.Set(b2Vec2(x1, y1), b2Vec2(x2, y2));
return new EdgeShape(&s);
}
int Physics::newPolygonShape(lua_State * L)
{
int argc = lua_gettop(L);
int vcount = (int)argc/2;
// 3 vertices
love::luax_assert_argc(L, 2 * 3);
b2PolygonShape s;
std::vector<point2d> points(s.m_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);
int count = convex_hull.size();
if(count < 3)
return luaL_error(L, "Polygon degenerated to less than three points.");
b2Vec2 * vecs = new b2Vec2[count];
for (int i = 0; i < count; i++) {
vecs[i].Set(convex_hull[i].x, convex_hull[i].y);
}
s.Set(vecs, count);
PolygonShape * p = new PolygonShape(&s);
delete[] vecs;
luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)p);
return 1;
}
int Physics::newChainShape(lua_State * L)
{
int argc = lua_gettop(L)-1; // first argument is looping
int vcount = (int)argc/2;
b2ChainShape s;
bool loop = luax_toboolean(L, 1);
b2Vec2 * vecs = new b2Vec2[vcount];
for(int i = 0;i<vcount;i++)
{
float x = (float)lua_tonumber(L, -2);
float y = (float)lua_tonumber(L, -1);
vecs[i].Set(x, y);
lua_pop(L, 2);
}
if (loop)
s.CreateLoop(vecs, vcount);
else
s.CreateChain(vecs, vcount);
ChainShape * c = new ChainShape(&s);
delete[] vecs;
luax_newtype(L, "ChainShape", PHYSICS_CHAIN_SHAPE_T, (void*)c);
return 1;
}
DistanceJoint * Physics::newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected)
{
return new DistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);
}
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, bool collideConnected)
{
return new RevoluteJoint(body1, body2, x, y, collideConnected);
}
PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
{
return new PrismaticJoint(body1, body2, x, y, ax, ay, collideConnected);
}
PulleyJoint * Physics::newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
{
return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio, collideConnected);
}
GearJoint * Physics::newGearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected)
{
return new GearJoint(joint1, joint2, ratio, collideConnected);
}
FrictionJoint * Physics::newFrictionJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
{
return new FrictionJoint(body1, body2, x, y, collideConnected);
}
WeldJoint * Physics::newWeldJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
{
return new WeldJoint(body1, body2, x, y, collideConnected);
}
WheelJoint * Physics::newWheelJoint(Body * body1, Body * body2, float x, float y, float ax, float ay, bool collideConnected)
{
return new WheelJoint(body1, body2, x, y, ax, ay, collideConnected);
}
RopeJoint * Physics::newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected)
{
return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
}
void Physics::setMeter(int meter)
{
Physics::meter = meter;
}
int Physics::getMeter()
{
return meter;
}
void Physics::scaleDown(float & x, float & y)
{
x /= (float)meter;
y /= (float)meter;
}
void Physics::scaleUp(float & x, float & y)
{
x *= (float)meter;
y *= (float)meter;
}
float Physics::scaleDown(float f)
{
return f/(float)meter;
}
float Physics::scaleUp(float f)
{
return f*(float)meter;
}
b2Vec2 Physics::scaleDown(const b2Vec2 & v)
{
b2Vec2 t = v;
scaleDown(t.x, t.y);
return t;
}
b2Vec2 Physics::scaleUp(const b2Vec2 & v)
{
b2Vec2 t = v;
scaleUp(t.x, t.y);
return t;
}
b2AABB Physics::scaleDown(const b2AABB & aabb)
{
b2AABB t;
t.lowerBound = scaleDown(aabb.lowerBound);
t.upperBound = scaleDown(aabb.upperBound);
return t;
}
b2AABB Physics::scaleUp(const b2AABB & aabb)
{
b2AABB t;
t.lowerBound = scaleUp(aabb.lowerBound);
t.upperBound = scaleUp(aabb.upperBound);
return t;
}
} // box2d
} // physics
} // love