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love/src/modules/physics/box2d/Shape.h
T
Sasha Szpakowski ac9ae82524 love.physics: simplify Body and Shape API.
#1130

- Shapes are now directly attached to Bodies when they're created (similar to love 0.7 and older).
- Fixtures are removed.
- All methods that were in Fixtures now exist in Shapes.
- All APIs that used or returned a Fixture now do the same with a Shape.

- Add new love.physics.new*Shape variants that take a Body as the first parameter.
- Deprecate the new*Shape APIs that don't take a Body.
- Deprecate love.physics.newFixture (the deprecated function now returns a Shape).
- Replace Body:getFixture and Body:getFixtures with Body:getShape and Body:getShapes (Body:getFixtures is deprecated).
- Replace World:queryFixturesInArea and World:getFixturesInArea with World:queryShapesInArea and World:getShapesInArea (queryFixturesInArea is deprecated).
- Replace Contact:getFixtures with Contact:getShapes (Contact:getFixtures is deprecated).
- Replace all love.physics callback Fixture parameters with Shape parameters.
- Deprecate ChainShape:getChildEdge.
2023-10-07 15:17:24 -03:00

204 lines
4.4 KiB
C++

/**
* Copyright (c) 2006-2023 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.
**/
#ifndef LOVE_PHYSICS_BOX2D_SHAPE_H
#define LOVE_PHYSICS_BOX2D_SHAPE_H
// LOVE
#include "physics/Shape.h"
#include "physics/box2d/Body.h"
#include "common/Reference.h"
// Box2D
#include <box2d/Box2D.h>
namespace love
{
namespace physics
{
namespace box2d
{
/**
* A Shape is geometry, attached to a Body via a Fixture.
* A Body has position and orientation, and
* a Shape's geometry will be affected by the parent
* body's transformation.
**/
class Shape : public love::physics::Shape
{
public:
friend class Physics;
/**
* Creates a Shape.
**/
Shape(Body *body, const b2Shape &shape);
virtual ~Shape();
void destroy(bool implicit = false);
/**
* Returns true if the shape is active in a Box2D world.
**/
bool isValid() const { return fixture != nullptr; }
/**
* Returns true if the shape has not been destroyed.
**/
bool isShapeValid() const { return shape != nullptr; }
/**
* Checks whether this Shape acts as a sensor.
**/
bool isSensor() const;
/**
* Set whether this Shape should be a sensor or not.
**/
void setSensor(bool sensor);
/**
* Gets the Body this Shape is attached to.
**/
Body *getBody() const;
/**
* Sets the filter data. An integer array is used even though the
* first two elements are unsigned shorts. The elements are:
* category (16-bits), mask (16-bits) and group (32-bits/int).
**/
void setFilterData(int *v);
/**
* Gets the filter data. An integer array is used even though the
* first two elements are unsigned shorts. The elements are:
* category (16-bits), mask (16-bits) and group (32-bits/int).
**/
void getFilterData(int *v);
/**
* This function stores an in-C reference to
* arbitrary Lua data in the Shape object.
**/
int setUserData(lua_State *L);
/**
* Gets the data set with setUserData. If no
* data is set, nil is returned.
**/
int getUserData(lua_State *L);
/**
* Sets the friction of the Shape.
**/
void setFriction(float friction);
/**
* Sets the restitution for the Shape.
**/
void setRestitution(float restitution);
/**
* Sets the density of the Shape.
**/
void setDensity(float density);
/**
* Gets the friction of the Shape.
**/
float getFriction() const;
/**
* Gets the restitution of the Shape.
**/
float getRestitution() const;
/**
* Gets the density of the Shape.
**/
float getDensity() const;
/**
* Checks if a point is inside the Shape.
**/
bool testPoint(float x, float y) const;
bool testPoint(float x, float y, float r, float px, float py) const;
/**
* Gets the type of Shape. Useful for
* debug drawing.
**/
Type getType() const;
float getRadius() const;
int getChildCount() const;
int rayCast(lua_State *L) const;
int computeAABB(lua_State *L) const;
int computeMass(lua_State *L) const;
void setGroupIndex(int index);
int getGroupIndex() const;
int setCategory(lua_State *L);
int setMask(lua_State *L);
int getCategory(lua_State *L);
int getMask(lua_State *L);
uint16 getBits(lua_State *L);
int pushBits(lua_State *L, uint16 bits);
/**
* Gets the bounding box for this Shape.
**/
int getBoundingBox(lua_State *L) const;
/**
* Gets the mass data for this Shape.
* This operation may be expensive.
**/
int getMassData(lua_State *L) const;
void throwIfFixtureNotValid() const;
void throwIfShapeNotValid() const;
protected:
// The Box2D shape.
b2Shape *shape;
bool own;
Shape::Type shapeType;
Body *body;
b2Fixture *fixture;
// Reference to arbitrary data.
Reference* ref = nullptr;
}; // Shape
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_SHAPE_H