mirror of
https://github.com/love2d/love.git
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190 lines
4.4 KiB
C++
190 lines
4.4 KiB
C++
/**
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* Copyright (c) 2006-2020 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 "wrap_Contact.h"
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#include "Fixture.h"
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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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Contact *luax_checkcontact(lua_State *L, int idx)
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{
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Contact *c = luax_checktype<Contact>(L, idx);
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if (!c->isValid())
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luaL_error(L, "Attempt to use destroyed contact.");
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return c;
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}
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int w_Contact_getPositions(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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return t->getPositions(L);
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}
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int w_Contact_getNormal(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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return t->getNormal(L);
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}
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int w_Contact_getFriction(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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lua_pushnumber(L, t->getFriction());
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return 1;
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}
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int w_Contact_getRestitution(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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lua_pushnumber(L, t->getRestitution());
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return 1;
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}
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int w_Contact_isEnabled(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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lua_pushboolean(L, t->isEnabled());
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return 1;
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}
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int w_Contact_isTouching(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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lua_pushboolean(L, t->isTouching());
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return 1;
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}
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int w_Contact_setFriction(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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float f = (float)luaL_checknumber(L, 2);
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t->setFriction(f);
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return 0;
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}
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int w_Contact_setRestitution(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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float r = (float)luaL_checknumber(L, 2);
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t->setRestitution(r);
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return 0;
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}
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int w_Contact_setEnabled(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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bool e = luax_checkboolean(L, 2);
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t->setEnabled(e);
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return 0;
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}
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int w_Contact_resetFriction(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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t->resetFriction();
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return 0;
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}
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int w_Contact_resetRestitution(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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t->resetRestitution();
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return 0;
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}
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int w_Contact_setTangentSpeed(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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float speed = (float) luaL_checknumber(L, 2);
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t->setTangentSpeed(speed);
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return 0;
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}
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int w_Contact_getTangentSpeed(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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lua_pushnumber(L, t->getTangentSpeed());
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return 1;
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}
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int w_Contact_getChildren(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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int a, b;
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t->getChildren(a, b);
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lua_pushnumber(L, a + 1);
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lua_pushnumber(L, b + 1);
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return 2;
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}
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int w_Contact_getFixtures(lua_State *L)
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{
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Contact *t = luax_checkcontact(L, 1);
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Fixture *a = nullptr;
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Fixture *b = nullptr;
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luax_catchexcept(L, [&](){ t->getFixtures(a, b); });
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luax_pushtype(L, a);
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luax_pushtype(L, b);
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return 2;
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}
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int w_Contact_isDestroyed(lua_State *L)
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{
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Contact *c = luax_checktype<Contact>(L, 1);
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luax_pushboolean(L, !c->isValid());
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return 1;
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}
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static const luaL_Reg w_Contact_functions[] =
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{
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{ "getPositions", w_Contact_getPositions },
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{ "getNormal", w_Contact_getNormal },
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{ "getFriction", w_Contact_getFriction },
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{ "getRestitution", w_Contact_getRestitution },
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{ "isEnabled", w_Contact_isEnabled },
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{ "isTouching", w_Contact_isTouching },
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{ "setFriction", w_Contact_setFriction },
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{ "setRestitution", w_Contact_setRestitution },
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{ "setEnabled", w_Contact_setEnabled },
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{ "resetFriction", w_Contact_resetFriction },
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{ "resetRestitution", w_Contact_resetRestitution },
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{ "setTangentSpeed", w_Contact_setTangentSpeed },
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{ "getTangentSpeed", w_Contact_getTangentSpeed },
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{ "getChildren", w_Contact_getChildren },
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{ "getFixtures", w_Contact_getFixtures },
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{ "isDestroyed", w_Contact_isDestroyed },
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{ 0, 0 }
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};
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extern "C" int luaopen_contact(lua_State *L)
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{
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return luax_register_type(L, &Contact::type, w_Contact_functions, nullptr);
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}
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} // box2d
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} // physics
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} // love
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