Files
love/src/modules/physics/box2d/World.cpp
T

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/**
* 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 "World.h"
#include "Shape.h"
#include "Contact.h"
#include <common/Reference.h>
namespace love
{
namespace physics
{
namespace box2d
{
World::ContactCallback::ContactCallback()
: ref(0)
{
}
World::ContactCallback::~ContactCallback()
{
if(ref != 0)
delete ref;
}
void World::ContactCallback::add(World * world, const b2ContactPoint* point)
{
/**
* We must copy contacts, since we're not allowed to process
* them inside this function. Removing bodies in this function
* pretty much guarantees segfault. ^^
**/
if(ref != 0)
contacts.push_back(new Contact(world, point));
}
void World::ContactCallback::process()
{
// Process contacts.
if(ref != 0)
{
lua_State * L = ref->getL();
for(int i = 0;i<(int)contacts.size();i++)
{
// Push the function.
ref->push();
// Push first userdata.
{
shapeudata * d = (shapeudata *)(contacts[i]->point.shape1->GetUserData());
if(d->ref != 0)
d->ref->push();
else
lua_pushnil(L);
}
// Push first userdata.
{
shapeudata * d = (shapeudata *)(contacts[i]->point.shape2->GetUserData());
if(d->ref != 0)
d->ref->push();
else
lua_pushnil(L);
}
luax_newtype(L, "Contact", (PHYSICS_CONTACT_T), (void*)contacts[i], false);
lua_call(L, 3, 0);
}
// Clear contacts.
for(int i = 0;i<(int)contacts.size();i++)
delete contacts[i];
contacts.clear();
}
}
World::World(b2AABB aabb)
: world(NULL), meter(DEFAULT_METER)
{
world = new b2World(scaleDown(aabb), b2Vec2(0,0), true);
world->SetContactListener(this);
}
World::World(b2AABB aabb, b2Vec2 gravity, bool sleep, int meter)
: world(NULL), meter(meter)
{
world = new b2World(scaleDown(aabb), scaleDown(gravity), sleep);
world->SetContactListener(this);
}
World::~World()
{
delete world;
}
void World::update(float dt)
{
world->Step(dt, 10);
add.process();
persist.process();
remove.process();
result.process();
// Really destroy all marked bodies.
for (std::vector<Body*>::iterator i = destructBodies.begin(); i < destructBodies.end(); i++)
{
Body * b = *i;
b->release();
}
destructBodies.clear();
}
void World::Add(const b2ContactPoint* point)
{
add.add(this, point);
}
void World::Persist(const b2ContactPoint* point)
{
persist.add(this, point);
}
void World::Remove(const b2ContactPoint* point)
{
remove.add(this, point);
}
void World::Result(const b2ContactPoint* point)
{
result.add(this, point);
}
int World::setCallbacks(lua_State * L)
{
int n = lua_gettop(L);
luax_assert_argc(L, 1, 4);
switch(n)
{
case 4:
if (result.ref) delete result.ref;
result.ref = luax_refif(L, LUA_TFUNCTION);
case 3:
if (remove.ref) delete remove.ref;
remove.ref = luax_refif(L, LUA_TFUNCTION);
case 2:
if (persist.ref) delete persist.ref;
persist.ref = luax_refif(L, LUA_TFUNCTION);
case 1:
if (add.ref) delete add.ref;
add.ref = luax_refif(L, LUA_TFUNCTION);
}
return 0;
}
int World::getCallbacks(lua_State * L)
{
add.ref ? add.ref->push() : lua_pushnil(L);
persist.ref ? persist.ref->push() : lua_pushnil(L);
remove.ref ? remove.ref->push() : lua_pushnil(L);
result.ref ? result.ref->push() : lua_pushnil(L);
return lua_gettop(L);
}
void World::setGravity(float x, float y)
{
world->SetGravity(scaleDown(b2Vec2(x, y)));
}
int World::getGravity(lua_State * L)
{
b2Vec2 v = scaleUp(world->m_gravity);
lua_pushnumber(L, v.x);
lua_pushnumber(L, v.y);
return 2;
}
void World::setAllowSleep(bool allow)
{
world->m_allowSleep = allow;
}
bool World::isAllowSleep() const
{
return world->m_allowSleep;
}
int World::getBodyCount()
{
return world->GetBodyCount();
}
int World::getJointCount()
{
return world->GetJointCount();
}
void World::setMeter(int meter)
{
this->meter = meter;
}
int World::getMeter() const
{
return this->meter;
}
void World::scaleDown(float & x, float & y)
{
x /= (float)meter;
y /= (float)meter;
}
void World::scaleUp(float & x, float & y)
{
x *= (float)meter;
y *= (float)meter;
}
float World::scaleDown(float f)
{
return f/(float)meter;
}
float World::scaleUp(float f)
{
return f*(float)meter;
}
b2Vec2 World::scaleDown(const b2Vec2 & v)
{
b2Vec2 t = v;
scaleDown(t.x, t.y);
return t;
}
b2Vec2 World::scaleUp(const b2Vec2 & v)
{
b2Vec2 t = v;
scaleUp(t.x, t.y);
return t;
}
b2AABB World::scaleDown(const b2AABB & aabb)
{
b2AABB t;
t.lowerBound = scaleDown(aabb.lowerBound);
t.upperBound = scaleDown(aabb.upperBound);
return t;
}
b2AABB World::scaleUp(const b2AABB & aabb)
{
b2AABB t;
t.lowerBound = scaleUp(aabb.lowerBound);
t.upperBound = scaleUp(aabb.upperBound);
return t;
}
void World::destroyBody(Body * b)
{
destructBodies.push_back(b);
}
} // box2d
} // physics
} // love