Files
love/src/modules/physics/box2d/wrap_Physics.cpp
T
Alex Szpakowski ec9dec6b80 Replaced luax_newtype with luax_pushtype (and added luax_rawnewtype for the old functionality of luax_newtype.)
luax_pushtype keeps the object in a weak table and checks the table before creating a new userdata, so it re-uses the object's existing wrapper userdata if it can, whenever the object is pushed to Lua.

This fixes some subtle issues with love objects, where using them as keys in tables would not always work as expected (https://love2d.org/forums/viewtopic.php?f=4&t=39398&p=112388#p112415). It also decreases the amount of new Lua objects created, saving the garbage collector some work.
2013-08-29 00:40:06 -03:00

479 lines
13 KiB
C++

/**
* Copyright (c) 2006-2013 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.
**/
// LOVE
#include "wrap_Physics.h"
#include "wrap_World.h"
#include "wrap_Contact.h"
#include "wrap_Body.h"
#include "wrap_Fixture.h"
#include "wrap_Shape.h"
#include "wrap_CircleShape.h"
#include "wrap_PolygonShape.h"
#include "wrap_EdgeShape.h"
#include "wrap_ChainShape.h"
#include "wrap_Joint.h"
#include "wrap_MouseJoint.h"
#include "wrap_DistanceJoint.h"
#include "wrap_PrismaticJoint.h"
#include "wrap_RevoluteJoint.h"
#include "wrap_PulleyJoint.h"
#include "wrap_GearJoint.h"
#include "wrap_FrictionJoint.h"
#include "wrap_WeldJoint.h"
#include "wrap_WheelJoint.h"
#include "wrap_RopeJoint.h"
namespace love
{
namespace physics
{
namespace box2d
{
static Physics *instance = 0;
int w_newWorld(lua_State *L)
{
float gx = (float)luaL_optnumber(L, 1, 0);
float gy = (float)luaL_optnumber(L, 2, 0);
bool sleep = luax_optboolean(L, 3, true);
World *w;
ASSERT_GUARD(w = instance->newWorld(gx, gy, sleep);)
luax_pushtype(L, "World", PHYSICS_WORLD_T, w);
return 1;
}
int w_newBody(lua_State *L)
{
World *world = luax_checktype<World>(L, 1, "World", PHYSICS_WORLD_T);
float x = (float)luaL_optnumber(L, 2, 0.0);
float y = (float)luaL_optnumber(L, 3, 0.0);
Body::Type btype = Body::BODY_STATIC;
const char *typestr = lua_isnoneornil(L, 4) ? 0 : lua_tostring(L, 4);
if (typestr && !Body::getConstant(typestr, btype))
return luaL_error(L, "Invalid Body type: %s", typestr);
Body *body;
ASSERT_GUARD(body = instance->newBody(world, x, y, btype);)
luax_pushtype(L, "Body", PHYSICS_BODY_T, body);
return 1;
}
int w_newFixture(lua_State *L)
{
Body *body = luax_checkbody(L, 1);
Shape *shape = luax_checkshape(L, 2);
float density = (float)luaL_optnumber(L, 3, 1.0f);
Fixture *fixture;
ASSERT_GUARD(fixture = instance->newFixture(body, shape, density);)
luax_pushtype(L, "Fixture", PHYSICS_FIXTURE_T, fixture);
return 1;
}
int w_newCircleShape(lua_State *L)
{
int top = lua_gettop(L);
if (top == 1)
{
float radius = (float)luaL_checknumber(L, 1);
CircleShape *shape;
ASSERT_GUARD(shape = instance->newCircleShape(radius);)
luax_pushtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, shape);
return 1;
}
else if (top == 3)
{
float x = (float)luaL_checknumber(L, 1);
float y = (float)luaL_checknumber(L, 2);
float radius = (float)luaL_checknumber(L, 3);
CircleShape *shape;
ASSERT_GUARD(shape = instance->newCircleShape(x, y, radius);)
luax_pushtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, shape);
return 1;
}
else
return luaL_error(L, "Incorrect number of parameters");
}
int w_newRectangleShape(lua_State *L)
{
int top = lua_gettop(L);
if (top == 2)
{
float w = (float)luaL_checknumber(L, 1);
float h = (float)luaL_checknumber(L, 2);
PolygonShape *shape;
ASSERT_GUARD(shape = instance->newRectangleShape(w, h);)
luax_pushtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, shape);
return 1;
}
else if (top == 4 || top == 5)
{
float x = (float)luaL_checknumber(L, 1);
float y = (float)luaL_checknumber(L, 2);
float w = (float)luaL_checknumber(L, 3);
float h = (float)luaL_checknumber(L, 4);
float angle = (float)luaL_optnumber(L, 5, 0);
PolygonShape *shape;
ASSERT_GUARD(shape = instance->newRectangleShape(x, y, w, h, angle);)
luax_pushtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, shape);
return 1;
}
else
return luaL_error(L, "Incorrect number of parameters");
}
int w_newEdgeShape(lua_State *L)
{
float x1 = (float)luaL_checknumber(L, 1);
float y1 = (float)luaL_checknumber(L, 2);
float x2 = (float)luaL_checknumber(L, 3);
float y2 = (float)luaL_checknumber(L, 4);
EdgeShape *shape;
ASSERT_GUARD(shape = instance->newEdgeShape(x1, y1, x2, y2);)
luax_pushtype(L, "EdgeShape", PHYSICS_EDGE_SHAPE_T, shape);
return 1;
}
int w_newPolygonShape(lua_State *L)
{
ASSERT_GUARD(return instance->newPolygonShape(L);)
}
int w_newChainShape(lua_State *L)
{
ASSERT_GUARD(return instance->newChainShape(L);)
}
int w_newDistanceJoint(lua_State *L)
{
Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x1 = (float)luaL_checknumber(L, 3);
float y1 = (float)luaL_checknumber(L, 4);
float x2 = (float)luaL_checknumber(L, 5);
float y2 = (float)luaL_checknumber(L, 6);
bool collideConnected = luax_optboolean(L, 7, false);
DistanceJoint *j;
ASSERT_GUARD(j = instance->newDistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);)
luax_pushtype(L, "DistanceJoint", PHYSICS_DISTANCE_JOINT_T, j);
return 1;
}
int w_newMouseJoint(lua_State *L)
{
Body *body = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 2);
float y = (float)luaL_checknumber(L, 3);
MouseJoint *j;
ASSERT_GUARD(j = instance->newMouseJoint(body, x, y);)
luax_pushtype(L, "MouseJoint", PHYSICS_MOUSE_JOINT_T, j);
return 1;
}
int w_newRevoluteJoint(lua_State *L)
{
Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
bool collideConnected = luax_optboolean(L, 5, false);
RevoluteJoint *j;
ASSERT_GUARD(j = instance->newRevoluteJoint(body1, body2, x, y, collideConnected);)
luax_pushtype(L, "RevoluteJoint", PHYSICS_REVOLUTE_JOINT_T, j);
return 1;
}
int w_newPrismaticJoint(lua_State *L)
{
Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float xA = (float)luaL_checknumber(L, 3);
float yA = (float)luaL_checknumber(L, 4);
float xB, yB, ax, ay;
bool collideConnected;
if (lua_gettop(L) >= 8)
{
xB = (float)luaL_checknumber(L, 5);
yB = (float)luaL_checknumber(L, 6);
ax = (float)luaL_checknumber(L, 7);
ay = (float)luaL_checknumber(L, 8);
collideConnected = luax_optboolean(L, 9, false);
}
else
{
xB = xA;
yB = yA;
ax = (float)luaL_checknumber(L, 5);
ay = (float)luaL_checknumber(L, 6);
collideConnected = luax_optboolean(L, 7, false);
}
PrismaticJoint *j;
ASSERT_GUARD(j = instance->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);)
luax_pushtype(L, "PrismaticJoint", PHYSICS_PRISMATIC_JOINT_T, j);
return 1;
}
int w_newPulleyJoint(lua_State *L)
{
Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float gx1 = (float)luaL_checknumber(L, 3);
float gy1 = (float)luaL_checknumber(L, 4);
float gx2 = (float)luaL_checknumber(L, 5);
float gy2 = (float)luaL_checknumber(L, 6);
float x1 = (float)luaL_checknumber(L, 7);
float y1 = (float)luaL_checknumber(L, 8);
float x2 = (float)luaL_checknumber(L, 9);
float y2 = (float)luaL_checknumber(L, 10);
float ratio = (float)luaL_optnumber(L, 11, 1.0);
bool collideConnected = luax_optboolean(L, 12, true); // PulleyJoints default to colliding connected bodies, see b2PulleyJoint.h
PulleyJoint *j;
ASSERT_GUARD(j = instance->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio, collideConnected);)
luax_pushtype(L, "PulleyJoint", PHYSICS_PULLEY_JOINT_T, j);
return 1;
}
int w_newGearJoint(lua_State *L)
{
Joint *joint1 = luax_checktype<Joint>(L, 1, "Joint", PHYSICS_JOINT_T);
Joint *joint2 = luax_checktype<Joint>(L, 2, "Joint", PHYSICS_JOINT_T);
float ratio = (float)luaL_optnumber(L, 3, 1.0);
bool collideConnected = luax_optboolean(L, 4, false);
GearJoint *j;
ASSERT_GUARD(j = instance->newGearJoint(joint1, joint2, ratio, collideConnected);)
luax_pushtype(L, "GearJoint", PHYSICS_GEAR_JOINT_T, j);
return 1;
}
int w_newFrictionJoint(lua_State *L)
{
Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float xA = (float)luaL_checknumber(L, 3);
float yA = (float)luaL_checknumber(L, 4);
float xB, yB;
bool collideConnected;
if (lua_gettop(L) >= 6)
{
xB = (float)luaL_checknumber(L, 5);
yB = (float)luaL_checknumber(L, 6);
collideConnected = luax_optboolean(L, 7, false);
}
else
{
xB = xA;
yB = yA;
collideConnected = luax_optboolean(L, 5, false);
}
FrictionJoint *j;
ASSERT_GUARD(j = instance->newFrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected);)
luax_pushtype(L, "FrictionJoint", PHYSICS_FRICTION_JOINT_T, j);
return 1;
}
int w_newWeldJoint(lua_State *L)
{
Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float xA = (float)luaL_checknumber(L, 3);
float yA = (float)luaL_checknumber(L, 4);
float xB, yB;
bool collideConnected;
if (lua_gettop(L) >= 6)
{
xB = (float)luaL_checknumber(L, 5);
yB = (float)luaL_checknumber(L, 6);
collideConnected = luax_optboolean(L, 7, false);
}
else
{
xB = xA;
yB = yA;
collideConnected = luax_optboolean(L, 5, false);
}
WeldJoint *j;
ASSERT_GUARD(j = instance->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);)
luax_pushtype(L, "WeldJoint", PHYSICS_WELD_JOINT_T, j);
return 1;
}
int w_newWheelJoint(lua_State *L)
{
Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float xA = (float)luaL_checknumber(L, 3);
float yA = (float)luaL_checknumber(L, 4);
float xB, yB, ax, ay;
bool collideConnected;
if (lua_gettop(L) >= 8)
{
xB = (float)luaL_checknumber(L, 5);
yB = (float)luaL_checknumber(L, 6);
ax = (float)luaL_checknumber(L, 7);
ay = (float)luaL_checknumber(L, 8);
collideConnected = luax_optboolean(L, 9, false);
}
else
{
xB = xA;
yB = yA;
ax = (float)luaL_checknumber(L, 5);
ay = (float)luaL_checknumber(L, 6);
collideConnected = luax_optboolean(L, 7, false);
}
WheelJoint *j;
ASSERT_GUARD(j = instance->newWheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);)
luax_pushtype(L, "WheelJoint", PHYSICS_WHEEL_JOINT_T, j);
return 1;
}
int w_newRopeJoint(lua_State *L)
{
Body *body1 = luax_checktype<Body>(L, 1, "Body", PHYSICS_BODY_T);
Body *body2 = luax_checktype<Body>(L, 2, "Body", PHYSICS_BODY_T);
float x1 = (float)luaL_checknumber(L, 3);
float y1 = (float)luaL_checknumber(L, 4);
float x2 = (float)luaL_checknumber(L, 5);
float y2 = (float)luaL_checknumber(L, 6);
float maxLength = (float)luaL_checknumber(L, 7);
bool collideConnected = luax_optboolean(L, 8, false);
RopeJoint *j;
ASSERT_GUARD(j = instance->newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);)
luax_pushtype(L, "RopeJoint", PHYSICS_ROPE_JOINT_T, j);
return 1;
}
int w_getDistance(lua_State *L)
{
return instance->getDistance(L);
}
int w_setMeter(lua_State *L)
{
int arg1 = luaL_checkint(L, 1);
try
{
Physics::setMeter(arg1);
}
catch(love::Exception &e)
{
return luaL_error(L, e.what());
}
return 0;
}
int w_getMeter(lua_State *L)
{
lua_pushinteger(L, Physics::getMeter());
return 1;
}
// List of functions to wrap.
static const luaL_Reg functions[] =
{
{ "newWorld", w_newWorld },
{ "newBody", w_newBody },
{ "newFixture", w_newFixture },
{ "newCircleShape", w_newCircleShape },
{ "newRectangleShape", w_newRectangleShape },
{ "newPolygonShape", w_newPolygonShape },
{ "newEdgeShape", w_newEdgeShape },
{ "newChainShape", w_newChainShape },
{ "newDistanceJoint", w_newDistanceJoint },
{ "newMouseJoint", w_newMouseJoint },
{ "newRevoluteJoint", w_newRevoluteJoint },
{ "newPrismaticJoint", w_newPrismaticJoint },
{ "newPulleyJoint", w_newPulleyJoint },
{ "newGearJoint", w_newGearJoint },
{ "newFrictionJoint", w_newFrictionJoint },
{ "newWeldJoint", w_newWeldJoint },
{ "newWheelJoint", w_newWheelJoint },
{ "newRopeJoint", w_newRopeJoint },
{ "getDistance", w_getDistance },
{ "getMeter", w_getMeter },
{ "setMeter", w_setMeter },
{ 0, 0 },
};
static const lua_CFunction types[] =
{
luaopen_world,
luaopen_contact,
luaopen_body,
luaopen_fixture,
luaopen_shape,
luaopen_circleshape,
luaopen_polygonshape,
luaopen_edgeshape,
luaopen_chainshape,
luaopen_joint,
luaopen_mousejoint,
luaopen_distancejoint,
luaopen_prismaticjoint,
luaopen_revolutejoint,
luaopen_pulleyjoint,
luaopen_gearjoint,
luaopen_frictionjoint,
luaopen_weldjoint,
luaopen_wheeljoint,
luaopen_ropejoint,
0
};
extern "C" int luaopen_love_physics(lua_State *L)
{
if (instance == 0)
{
try
{
instance = new Physics();
}
catch(Exception &e)
{
return luaL_error(L, e.what());
}
}
else
instance->retain();
WrappedModule w;
w.module = instance;
w.name = "physics";
w.flags = MODULE_T;
w.functions = functions;
w.types = types;
return luax_register_module(L, w);
}
} // box2d
} // physics
} // love