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Changed function names of love.physics to match Box2D.

rude 16 years ago
parent
commit
797f536f05

+ 16 - 14
src/modules/physics/box2d/Body.cpp

@@ -63,7 +63,7 @@ namespace box2d
 		return pushVector(L, world->scaleUp(body->GetPosition()));
 	}
 
-	int Body::getVelocity(lua_State * L)
+	int Body::getLinearVelocity(lua_State * L)
 	{
 		return pushVector(L, world->scaleUp(body->GetLinearVelocity()));
 	}
@@ -83,7 +83,7 @@ namespace box2d
 		return pushVector(L, world->scaleUp(body->GetLocalCenter()));
 	}
 
-	float Body::getSpin() const
+	float Body::getAngularVelocity() const
 	{
 		return body->GetAngularVelocity();
 	}
@@ -103,7 +103,7 @@ namespace box2d
 		return body->m_angularDamping;
 	}
 
-	float Body::getDamping() const
+	float Body::getLinearDamping() const
 	{
 		return body->m_linearDamping;
 	}
@@ -143,7 +143,7 @@ namespace box2d
 		body->SetXForm(world->scaleDown(b2Vec2(getX(), y)), getAngle());
 	}
 
-	void Body::setVelocity(float x, float y)
+	void Body::setLinearVelocity(float x, float y)
 	{
 		body->SetLinearVelocity(world->scaleDown(b2Vec2(x, y)));
 	}
@@ -153,7 +153,7 @@ namespace box2d
 		body->SetXForm(body->GetPosition(), d);
 	}
 
-	void Body::setSpin(float r)
+	void Body::setAngularVelocity(float r)
 	{
 		body->SetAngularVelocity(r);
 	}
@@ -168,7 +168,7 @@ namespace box2d
 		body->m_angularDamping = d;
 	}
 
-	void Body::setDamping(float d)
+	void Body::setLinearDamping(float d)
 	{
 		body->m_linearDamping = d;
 	}
@@ -211,13 +211,13 @@ namespace box2d
 		return pushVector(L, world->scaleUp(body->GetLocalVector(v)));
 	}
 
-	int Body::getVelocityWorldPoint(lua_State * L)
+	int Body::getLinearVelocityFromWorldPoint(lua_State * L)
 	{
 		b2Vec2 v = world->scaleDown(getVector(L));
 		return pushVector(L, world->scaleUp(body->GetLinearVelocityFromWorldPoint(v)));
 	}
 
-	int Body::getVelocityLocalPoint(lua_State * L)
+	int Body::getLinearVelocityFromLocalPoint(lua_State * L)
 	{
 		b2Vec2 v = world->scaleDown(getVector(L));
 		return pushVector(L, world->scaleUp(body->GetLinearVelocityFromLocalPoint(v)));
@@ -253,17 +253,19 @@ namespace box2d
 		return body->IsSleeping();
 	}
 
-	void Body::setAllowSleep(bool allow)
+	void Body::setAllowSleeping(bool allow)
 	{
 		body->AllowSleeping(true);
 	}
 
-	void Body::setSleep(bool sleep)
+	void Body::putToSleep()
 	{
-		if(sleep)
-			body->PutToSleep();
-		else
-			body->WakeUp();
+		body->PutToSleep();
+	}
+
+	void Body::wakeUp()
+	{
+		body->WakeUp();
 	}
 
 	b2Vec2 Body::getVector(lua_State * L)

+ 16 - 12
src/modules/physics/box2d/Body.h

@@ -103,7 +103,7 @@ namespace box2d
 		* @returns The x-component of the velocity.
 		* @returns The y-component of the velocity.
 		**/
-		int getVelocity(lua_State * L);
+		int getLinearVelocity(lua_State * L);
 
 		/**
 		* The current center of mass for the Body in world
@@ -124,7 +124,7 @@ namespace box2d
 		/**
 		* Get the current Body spin. (Angular velocity).
 		**/
-		float getSpin() const;
+		float getAngularVelocity() const;
 
 		/**
 		* Gets the Body's mass.
@@ -144,7 +144,7 @@ namespace box2d
 		/**
 		* Gets the Body's linear damping.
 		**/
-		float getDamping() const;
+		float getLinearDamping() const;
 
 		/**
 		* Apply an impulse (jx, jy) with offset (0, 0).
@@ -184,7 +184,7 @@ namespace box2d
 		/**
 		* Sets the current velocity of the Body.
 		**/
-		void setVelocity(float x, float y);
+		void setLinearVelocity(float x, float y);
 
 		/**
 		* Sets the angle of the Body.
@@ -194,7 +194,7 @@ namespace box2d
 		/**
 		* Sets the current spin of the Body. 
 		**/
-		void setSpin(float r);
+		void setAngularVelocity(float r);
 
 		/**
 		* Sets the current position of the Body.
@@ -223,7 +223,7 @@ namespace box2d
 		/**
 		* Sets the Body's linear damping.
 		**/
-		void setDamping(float d);
+		void setLinearDamping(float d);
 
 		/**
 		* Transforms a point (x, y) from local coordinates
@@ -272,7 +272,7 @@ namespace box2d
 		* @returns The x-component of the velocity vector.
 		* @returns The y-component of the velocity vector.
 		**/
-		int getVelocityWorldPoint(lua_State * L);
+		int getLinearVelocityFromWorldPoint(lua_State * L);
 
 		/**
 		* Gets the velocity on the Body for the given local point.
@@ -281,7 +281,7 @@ namespace box2d
 		* @returns The x-component of the velocity vector.
 		* @returns The y-component of the velocity vector.
 		**/
-		int getVelocityLocalPoint(lua_State * L);
+		int getLinearVelocityFromLocalPoint(lua_State * L);
 
 		/**
 		* Returns true if the Body is a bullet, false otherwise.
@@ -320,13 +320,17 @@ namespace box2d
 		/**
 		* Controls whether this Body should be allowed to sleep.
 		**/ 
-		void setAllowSleep(bool allow);
+		void setAllowSleeping(bool allow);
 
 		/**
-		* Controls the Body's sleep.
-		* @param sleep True to put to sleep, false to wake up.
+		* Puts the body to sleep.
 		**/
-		void setSleep(bool sleep);
+		void putToSleep();
+
+		/**
+		* Wakes the Body up.
+		**/
+		void wakeUp();
 
 	private:
 

+ 2 - 2
src/modules/physics/box2d/DistanceJoint.cpp

@@ -64,12 +64,12 @@ namespace box2d
 		return joint->m_frequencyHz;
 	}
 
-	void DistanceJoint::setDamping(float d)
+	void DistanceJoint::setDampingRatio(float d)
 	{
 		joint->m_dampingRatio = d;
 	}
 
-	float DistanceJoint::getDamping() const
+	float DistanceJoint::getDampingRatio() const
 	{
 		return joint->m_dampingRatio;
 	}

+ 2 - 2
src/modules/physics/box2d/DistanceJoint.h

@@ -72,13 +72,13 @@ namespace box2d
 		* Sets the damping ratio.
 		* 0 = no damping, 1 = critical damping.
 		**/
-		void setDamping(float d);
+		void setDampingRatio(float d);
 
 		/**
 		* Gets the damping ratio.
 		* 0 = no damping, 1 = critical damping.
 		**/
-		float getDamping() const;
+		float getDampingRatio() const;
 
 	};
 

+ 3 - 3
src/modules/physics/box2d/PrismaticJoint.cpp

@@ -48,12 +48,12 @@ namespace box2d
 		joint = 0;
 	}
 
-	float PrismaticJoint::getTranslation() const
+	float PrismaticJoint::getJointTranslation() const
 	{
 		return world->scaleDown(joint->GetJointTranslation());
 	}
 
-	float PrismaticJoint::getSpeed() const
+	float PrismaticJoint::getJointSpeed() const
 	{
 		return world->scaleDown(joint->GetJointSpeed());
 	}
@@ -75,7 +75,7 @@ namespace box2d
 
 	float PrismaticJoint::getMaxMotorForce() const
 	{
-		return joint->GetMotorForce();
+		return joint->m_maxMotorForce;
 	}
 
 	void PrismaticJoint::setMotorSpeed(float speed)

+ 2 - 2
src/modules/physics/box2d/PrismaticJoint.h

@@ -53,12 +53,12 @@ namespace box2d
 		/**
 		* Get the current joint translation, usually in meters.
 		**/
-		float getTranslation() const;
+		float getJointTranslation() const;
 
 		/**
 		* Get the current joint translation speed, usually in meters per second.
 		**/
-		float getSpeed() const;
+		float getJointSpeed() const;
 
 		/**
 		* Enable/disable the joint motor.

+ 3 - 3
src/modules/physics/box2d/RevoluteJoint.cpp

@@ -46,12 +46,12 @@ namespace box2d
 		joint = 0;
 	}
 
-	float RevoluteJoint::getAngle() const
+	float RevoluteJoint::getJointAngle() const
 	{
 		return joint->GetJointAngle();
 	}
 
-	float RevoluteJoint::getSpeed() const
+	float RevoluteJoint::getJointSpeed() const
 	{
 		return joint->GetJointSpeed();
 	}
@@ -73,7 +73,7 @@ namespace box2d
 
 	float RevoluteJoint::getMaxMotorTorque() const
 	{
-		return joint->GetMotorTorque();
+		return joint->m_maxMotorTorque;
 	}
 
 	void RevoluteJoint::setMotorSpeed(float speed)

+ 2 - 2
src/modules/physics/box2d/RevoluteJoint.h

@@ -53,12 +53,12 @@ namespace box2d
 		/**
 		* Get the current joint angle in degrees.
 		**/
-		float getAngle() const;
+		float getJointAngle() const;
 
 		/**
 		* Get the current joint angle speed in degrees per second.
 		**/
-		float getSpeed() const;
+		float getJointSpeed() const;
 		
 		/**
 		* Enable/disable the joint motor.

+ 9 - 52
src/modules/physics/box2d/Shape.cpp

@@ -142,32 +142,22 @@ namespace box2d
 		return 0;
 	}
 
-	int Shape::setCategory(lua_State * L)
+	void Shape::setFilterData(int * v)
 	{
-		b2FilterData f = shape->GetFilterData();
-		f.categoryBits = (uint16)getBits(L);
+		b2FilterData f;
+		f.categoryBits = (unsigned short)v[0];
+		f.maskBits = (unsigned short)v[1];
+		f.groupIndex = v[2];
 		shape->SetFilterData(f);
 		shape->GetBody()->GetWorld()->Refilter(shape);
-		return 0;
 	}
 
-	int Shape::setMask(lua_State * L)
+	void Shape::getFilterData(int * v)
 	{
 		b2FilterData f = shape->GetFilterData();
-		f.maskBits = ~(uint16)getBits(L);
-		shape->SetFilterData(f);
-		shape->GetBody()->GetWorld()->Refilter(shape);
-		return 0;
-	}
-
-	int Shape::getCategory(lua_State * L)
-	{
-		return pushBits(L, shape->GetFilterData().categoryBits);
-	}
-
-	int Shape::getMask(lua_State * L)
-	{
-		return pushBits(L, ~(shape->GetFilterData().maskBits));
+		v[0] = (int)f.categoryBits;
+		v[1] = (int)f.maskBits;
+		v[2] = f.groupIndex;
 	}
 
 	int Shape::setData(lua_State * L)
@@ -221,39 +211,6 @@ namespace box2d
 		return 8;
 	}
 
-	uint16 Shape::getBits(lua_State * L)
-	{
-		// Get number of args.
-		int argc = lua_gettop(L);
-
-		// The new bitset.
-		std::bitset<16> b;
-
-		for(int i = 1;i<=argc;i++)
-		{
-			size_t bpos = (size_t)(lua_tointeger(L, i)-1);
-			if(bpos < 0 || bpos > 16) 
-				return luaL_error(L, "Values must be in range 1-16.");
-			b.set(bpos, true);
-		}
-		
-		return (uint16)b.to_ulong();
-	}
-
-	int Shape::pushBits(lua_State * L, uint16 bits)
-	{
-		// Create a bitset.
-		std::bitset<16> b((unsigned long)bits);
-
-		// Push all set bits.
-		for(int i = 0;i<16;i++)
-			if(b.test(i))
-				lua_pushinteger(L, i+1);
-
-		// Count number of set bits.
-		return (int)b.count();
-	}
-
 } // box2d
 } // physics
 } // love

+ 8 - 44
src/modules/physics/box2d/Shape.h

@@ -155,38 +155,18 @@ namespace box2d
 		int testSegment(lua_State * L);
 
 		/**
-		* With this function, you can easily set the categories
-		* a Shape is a member of.
-		* 
-		* The function accepts 1-16 arguments. Each argument must 
-		* be a number from 1-16, and must be unique in the list.
-		**/
-		int setCategory(lua_State * L);
-
-		/**
-		* Returns the categories this Shape is
-		* a member of. So if the Shape is a member
-		* of 5 categories, this function returns five
-		* values.
-		**/ 
-		int getCategory(lua_State * L);
-
-		/**
-		* Sets which categories this Shape should *not*
-		* collide with. 
-		* 
-		* The function works the same was as setCategory, but
-		* each entry here represents a 0 in the bit string, not
-		* a 1 like setCategory.
+		* 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).
 		**/
-		int setMask(lua_State * L);
+		void setFilterData(int * v);
 
 		/**
-		* Returns the current masked categories.
-		* If there are 5 masked categories, then this
-		* function will have 5 return values.
+		* 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).
 		**/
-		int getMask(lua_State * L);
+		void getFilterData(int * v);
 
 		/**
 		* This function stores an in-C reference to
@@ -209,22 +189,6 @@ namespace box2d
 		* passed directly to love.graphics.polygon.
 		**/ 
 		int getBoundingBox(lua_State * L);
-
-	private:
-
-		/**
-		* Gets a 16-integer from the current stack top.
-		* @param The 16-bit integer.
-		**/
-		uint16 getBits(lua_State * L);
-
-		/**
-		* Push each set bit in a 16-bit integer as
-		* a list of integer indices. That is, if the bits are 
-		* set to 0000 0000 0011 0001, then this function will
-		* push (1, 5, 6) on the stack.
-		**/
-		int pushBits(lua_State * L, uint16 bits);
 	};
 
 } // box2d

+ 38 - 31
src/modules/physics/box2d/wrap_Body.cpp

@@ -58,10 +58,10 @@ namespace box2d
 		return t->getPosition(L);
 	}
 
-	int _wrap_Body_getVelocity(lua_State * L)
+	int _wrap_Body_getLinearVelocity(lua_State * L)
 	{
 		Body * t = luax_checkbody(L, 1);
-		return t->getVelocity(L);
+		return t->getLinearVelocity(L);
 	}
 
 	int _wrap_Body_getWorldCenter(lua_State * L)
@@ -76,10 +76,10 @@ namespace box2d
 		return t->getLocalCenter(L);
 	}
 
-	int _wrap_Body_getSpin(lua_State * L)
+	int _wrap_Body_getAngularVelocity(lua_State * L)
 	{
 		Body * t = luax_checkbody(L, 1);
-		lua_pushnumber(L, t->getSpin());
+		lua_pushnumber(L, t->getAngularVelocity());
 		return 1;
 	}
 
@@ -104,10 +104,10 @@ namespace box2d
 		return 1;
 	}
 
-	int _wrap_Body_getDamping(lua_State * L)
+	int _wrap_Body_getLinearDamping(lua_State * L)
 	{
 		Body * t = luax_checkbody(L, 1);
-		lua_pushnumber(L, t->getDamping());
+		lua_pushnumber(L, t->getLinearDamping());
 		return 1;
 	}
 
@@ -157,12 +157,12 @@ namespace box2d
 		return 0;
 	}
 
-	int _wrap_Body_setVelocity(lua_State * L)
+	int _wrap_Body_setLinearVelocity(lua_State * L)
 	{
 		Body * t = luax_checkbody(L, 1);
 		float arg1 = (float)luaL_checknumber(L, 2);
 		float arg2 = (float)luaL_checknumber(L, 3);
-		t->setVelocity(arg1, arg2);
+		t->setLinearVelocity(arg1, arg2);
 		return 0;
 	}
 
@@ -174,11 +174,11 @@ namespace box2d
 		return 0;
 	}
 
-	int _wrap_Body_setSpin(lua_State * L)
+	int _wrap_Body_setAngularVelocity(lua_State * L)
 	{
 		Body * t = luax_checkbody(L, 1);
 		float arg1 = (float)luaL_checknumber(L, 2);
-		t->setSpin(arg1);
+		t->setAngularVelocity(arg1);
 		return 0;
 	}
 
@@ -217,11 +217,11 @@ namespace box2d
 		return 0;
 	}
 
-	int _wrap_Body_setDamping(lua_State * L)
+	int _wrap_Body_setLinearDamping(lua_State * L)
 	{
 		Body * t = luax_checkbody(L, 1);
 		float arg1 = (float)luaL_checknumber(L, 2);
-		t->setDamping(arg1);
+		t->setLinearDamping(arg1);
 		return 0;
 	}
 
@@ -249,16 +249,16 @@ namespace box2d
 		return t->getLocalVector(L);
 	}
 
-	int _wrap_Body_getVelocityWorldPoint(lua_State * L)
+	int _wrap_Body_getLinearVelocityFromWorldPoint(lua_State * L)
 	{
 		Body * t = luax_checkbody(L, 1);
-		return t->getVelocityWorldPoint(L);
+		return t->getLinearVelocityFromWorldPoint(L);
 	}
 
-	int _wrap_Body_getVelocityLocalPoint(lua_State * L)
+	int _wrap_Body_getLinearVelocityFromLocalPoint(lua_State * L)
 	{
 		Body * t = luax_checkbody(L, 1);
-		return t->getVelocityLocalPoint(L);
+		return t->getLinearVelocityFromLocalPoint(L);
 	}
 
 	int _wrap_Body_isBullet(lua_State * L)
@@ -304,19 +304,25 @@ namespace box2d
 		return 1;
 	}
 
-	int _wrap_Body_setAllowSleep(lua_State * L)
+	int _wrap_Body_setAllowSleeping(lua_State * L)
 	{
 		Body * t = luax_checkbody(L, 1);
 		bool b = luax_toboolean(L, 2);
-		t->setAllowSleep(b);
+		t->setAllowSleeping(b);
 		return 0;
 	}
 
-	int _wrap_Body_setSleep(lua_State * L)
+	int _wrap_Body_putToSleep(lua_State * L)
 	{
 		Body * t = luax_checkbody(L, 1);
-		bool b = luax_toboolean(L, 2);
-		t->setSleep(b);
+		t->putToSleep();
+		return 0;
+	}
+
+	int _wrap_Body_wakeUp(lua_State * L)
+	{
+		Body * t = luax_checkbody(L, 1);
+		t->wakeUp();
 		return 0;
 	}
 
@@ -325,41 +331,42 @@ namespace box2d
 		{ "getY", _wrap_Body_getY },
 		{ "getAngle", _wrap_Body_getAngle },
 		{ "getPosition", _wrap_Body_getPosition },
-		{ "getVelocity", _wrap_Body_getVelocity },
+		{ "getLinearVelocity", _wrap_Body_getLinearVelocity },
 		{ "getWorldCenter", _wrap_Body_getWorldCenter },
 		{ "getLocalCenter", _wrap_Body_getLocalCenter },
-		{ "getSpin", _wrap_Body_getSpin },
+		{ "getAngularVelocity", _wrap_Body_getAngularVelocity },
 		{ "getMass", _wrap_Body_getMass },
 		{ "getInertia", _wrap_Body_getInertia },
 		{ "getAngularDamping", _wrap_Body_getAngularDamping },
-		{ "getDamping", _wrap_Body_getDamping },
+		{ "getLinearDamping", _wrap_Body_getLinearDamping },
 		{ "applyImpulse", _wrap_Body_applyImpulse },
 		{ "applyTorque", _wrap_Body_applyTorque },
 		{ "applyForce", _wrap_Body_applyForce },
 		{ "setX", _wrap_Body_setX },
 		{ "setY", _wrap_Body_setY },
-		{ "setVelocity", _wrap_Body_setVelocity },
+		{ "setLinearVelocity", _wrap_Body_setLinearVelocity },
 		{ "setAngle", _wrap_Body_setAngle },
-		{ "setSpin", _wrap_Body_setSpin },
+		{ "setAngularVelocity", _wrap_Body_setAngularVelocity },
 		{ "setPosition", _wrap_Body_setPosition },
 		{ "setMassFromShapes", _wrap_Body_setMassFromShapes },
 		{ "setMass", _wrap_Body_setMass },
 		{ "setAngularDamping", _wrap_Body_setAngularDamping },
-		{ "setDamping", _wrap_Body_setDamping },
+		{ "setLinearDamping", _wrap_Body_setLinearDamping },
 		{ "getWorldPoint", _wrap_Body_getWorldPoint },
 		{ "getWorldVector", _wrap_Body_getWorldVector },
 		{ "getLocalPoint", _wrap_Body_getLocalPoint },
 		{ "getLocalVector", _wrap_Body_getLocalVector },
-		{ "getVelocityWorldPoint", _wrap_Body_getVelocityWorldPoint },
-		{ "getVelocityLocalPoint", _wrap_Body_getVelocityLocalPoint },
+		{ "getLinearVelocityFromWorldPoint", _wrap_Body_getLinearVelocityFromWorldPoint },
+		{ "getLinearVelocityFromLocalPoint", _wrap_Body_getLinearVelocityFromLocalPoint },
 		{ "isBullet", _wrap_Body_isBullet },
 		{ "setBullet", _wrap_Body_setBullet },
 		{ "isStatic", _wrap_Body_isStatic },
 		{ "isDynamic", _wrap_Body_isDynamic },
 		{ "isFrozen", _wrap_Body_isFrozen },
 		{ "isSleeping", _wrap_Body_isSleeping },
-		{ "setAllowSleep", _wrap_Body_setAllowSleep },
-		{ "setSleep", _wrap_Body_setSleep },
+		{ "setAllowSleeping", _wrap_Body_setAllowSleeping },
+		{ "putToSleep", _wrap_Body_putToSleep },
+		{ "wakeUp", _wrap_Body_wakeUp },
 		{ 0, 0 }
 	};
 

+ 10 - 9
src/modules/physics/box2d/wrap_Body.h

@@ -37,14 +37,14 @@ namespace box2d
 	int _wrap_Body_getY(lua_State * L);
 	int _wrap_Body_getAngle(lua_State * L);
 	int _wrap_Body_getPosition(lua_State * L);
-	int _wrap_Body_getVelocity(lua_State * L);
+	int _wrap_Body_getLinearVelocity(lua_State * L);
 	int _wrap_Body_getWorldCenter(lua_State * L);
 	int _wrap_Body_getLocalCenter(lua_State * L);
-	int _wrap_Body_getSpin(lua_State * L);
+	int _wrap_Body_getAngularVelocity(lua_State * L);
 	int _wrap_Body_getMass(lua_State * L);
 	int _wrap_Body_getInertia(lua_State * L);
 	int _wrap_Body_getAngularDamping(lua_State * L);
-	int _wrap_Body_getDamping(lua_State * L);
+	int _wrap_Body_getLinearDamping(lua_State * L);
 	int _wrap_Body_applyImpulse(lua_State * L);
 	int _wrap_Body_applyTorque(lua_State * L);
 	int _wrap_Body_applyForce(lua_State * L);
@@ -52,26 +52,27 @@ namespace box2d
 	int _wrap_Body_setY(lua_State * L);
 	int _wrap_Body_setVelocity(lua_State * L);
 	int _wrap_Body_setAngle(lua_State * L);
-	int _wrap_Body_setSpin(lua_State * L);
+	int _wrap_Body_setAngularVelocity(lua_State * L);
 	int _wrap_Body_setPosition(lua_State * L);
 	int _wrap_Body_setMassFromShapes(lua_State * L);
 	int _wrap_Body_setMass(lua_State * L);
 	int _wrap_Body_setAngularDamping(lua_State * L);
-	int _wrap_Body_setDamping(lua_State * L);
+	int _wrap_Body_setLinearDamping(lua_State * L);
 	int _wrap_Body_getWorldPoint(lua_State * L);
 	int _wrap_Body_getWorldVector(lua_State * L);
 	int _wrap_Body_getLocalPoint(lua_State * L);
 	int _wrap_Body_getLocalVector(lua_State * L);
-	int _wrap_Body_getVelocityWorldPoint(lua_State * L);
-	int _wrap_Body_getVelocityLocalPoint(lua_State * L);
+	int _wrap_Body_getLinearVelocityFromWorldPoint(lua_State * L);
+	int _wrap_Body_getLinearVelocityFromLocalPoint(lua_State * L);
 	int _wrap_Body_isBullet(lua_State * L);
 	int _wrap_Body_setBullet(lua_State * L);
 	int _wrap_Body_isStatic(lua_State * L);
 	int _wrap_Body_isDynamic(lua_State * L);
 	int _wrap_Body_isFrozen(lua_State * L);
 	int _wrap_Body_isSleeping(lua_State * L);
-	int _wrap_Body_setAllowSleep(lua_State * L);
-	int _wrap_Body_setSleep(lua_State * L);
+	int _wrap_Body_setAllowSleeping(lua_State * L);
+	int _wrap_Body_putToSleep(lua_State * L);
+	int _wrap_Body_wakeUp(lua_State * L);
 	int wrap_Body_open(lua_State * L);
 
 } // box2d

+ 2 - 4
src/modules/physics/box2d/wrap_CircleShape.cpp

@@ -52,10 +52,8 @@ namespace box2d
 		{ "isSensor", _wrap_Shape_isSensor },
 		{ "testPoint", _wrap_Shape_testPoint },
 		{ "testSegment", _wrap_Shape_testSegment },
-		{ "setCategory", _wrap_Shape_setCategory },
-		{ "getCategory", _wrap_Shape_getCategory },
-		{ "setMask", _wrap_Shape_setMask },
-		{ "getMask", _wrap_Shape_getMask },
+		{ "setFilterData", _wrap_Shape_setFilterData },
+		{ "getFilterData", _wrap_Shape_getFilterData },
 		{ "setData", _wrap_Shape_setData },
 		{ "getData", _wrap_Shape_getData },
 		{ "getBoundingBox", _wrap_Shape_getBoundingBox },

+ 6 - 6
src/modules/physics/box2d/wrap_DistanceJoint.cpp

@@ -61,18 +61,18 @@ namespace box2d
 		return 1;
 	}
 
-	int _wrap_DistanceJoint_setDamping(lua_State * L)
+	int _wrap_DistanceJoint_setDampingRatio(lua_State * L)
 	{
 		DistanceJoint * t = luax_checkdistancejoint(L, 1);
 		float arg1 = (float)luaL_checknumber(L, 2);
-		t->setDamping(arg1);
+		t->setDampingRatio(arg1);
 		return 0;
 	}
 
-	int _wrap_DistanceJoint_getDamping(lua_State * L)
+	int _wrap_DistanceJoint_getDampingRatio(lua_State * L)
 	{
 		DistanceJoint * t = luax_checkdistancejoint(L, 1);
-		lua_pushnumber(L, t->getDamping());
+		lua_pushnumber(L, t->getDampingRatio());
 		return 1;
 	}
 
@@ -81,8 +81,8 @@ namespace box2d
 		{ "getLength", _wrap_DistanceJoint_getLength },
 		{ "setFrequency", _wrap_DistanceJoint_setFrequency },
 		{ "getFrequency", _wrap_DistanceJoint_getFrequency },
-		{ "setDamping", _wrap_DistanceJoint_setDamping },
-		{ "getDamping", _wrap_DistanceJoint_getDamping },
+		{ "setDamping", _wrap_DistanceJoint_setDampingRatio },
+		{ "getDamping", _wrap_DistanceJoint_getDampingRatio },
 		// From Joint.
 		{ "getType", _wrap_Joint_getType },
 		{ "getAnchors", _wrap_Joint_getAnchors },

+ 2 - 2
src/modules/physics/box2d/wrap_DistanceJoint.h

@@ -37,8 +37,8 @@ namespace box2d
 	int _wrap_DistanceJoint_getLength(lua_State * L);
 	int _wrap_DistanceJoint_setFrequency(lua_State * L);
 	int _wrap_DistanceJoint_getFrequency(lua_State * L);
-	int _wrap_DistanceJoint_setDamping(lua_State * L);
-	int _wrap_DistanceJoint_getDamping(lua_State * L);
+	int _wrap_DistanceJoint_setDampingRatio(lua_State * L);
+	int _wrap_DistanceJoint_getDampingRatio(lua_State * L);
 	int wrap_DistanceJoint_open(lua_State * L);
 
 } // box2d

+ 2 - 4
src/modules/physics/box2d/wrap_PolygonShape.cpp

@@ -52,10 +52,8 @@ namespace box2d
 		{ "isSensor", _wrap_Shape_isSensor },
 		{ "testPoint", _wrap_Shape_testPoint },
 		{ "testSegment", _wrap_Shape_testSegment },
-		{ "setCategory", _wrap_Shape_setCategory },
-		{ "getCategory", _wrap_Shape_getCategory },
-		{ "setMask", _wrap_Shape_setMask },
-		{ "getMask", _wrap_Shape_getMask },
+		{ "setFilterData", _wrap_Shape_setFilterData },
+		{ "getFilterData", _wrap_Shape_getFilterData },
 		{ "setData", _wrap_Shape_setData },
 		{ "getData", _wrap_Shape_getData },
 		{ "getBoundingBox", _wrap_Shape_getBoundingBox },

+ 6 - 6
src/modules/physics/box2d/wrap_PrismaticJoint.cpp

@@ -31,17 +31,17 @@ namespace box2d
 		return luax_checktype<PrismaticJoint>(L, idx, "PrismaticJoint", LOVE_PHYSICS_PRISMATIC_JOINT_BITS);
 	}
 
-	int _wrap_PrismaticJoint_getTranslation(lua_State * L)
+	int _wrap_PrismaticJoint_getJointTranslation(lua_State * L)
 	{
 		PrismaticJoint * t = luax_checkprismaticjoint(L, 1);
-		lua_pushnumber(L, t->getTranslation());
+		lua_pushnumber(L, t->getJointTranslation());
 		return 1;
 	}
 
-	int _wrap_PrismaticJoint_getSpeed(lua_State * L)
+	int _wrap_PrismaticJoint_getJointSpeed(lua_State * L)
 	{
 		PrismaticJoint * t = luax_checkprismaticjoint(L, 1);
-		lua_pushnumber(L, t->getSpeed());
+		lua_pushnumber(L, t->getJointSpeed());
 		return 1;
 	}
 
@@ -159,8 +159,8 @@ namespace box2d
 	}
 
 	static const luaL_Reg wrap_PrismaticJoint_functions[] = {
-		{ "getTranslation", _wrap_PrismaticJoint_getTranslation },
-		{ "getSpeed", _wrap_PrismaticJoint_getSpeed },
+		{ "getJointTranslation", _wrap_PrismaticJoint_getJointTranslation },
+		{ "getJointSpeed", _wrap_PrismaticJoint_getJointSpeed },
 		{ "setMotorEnabled", _wrap_PrismaticJoint_setMotorEnabled },
 		{ "isMotorEnabled", _wrap_PrismaticJoint_isMotorEnabled },
 		{ "setMaxMotorForce", _wrap_PrismaticJoint_setMaxMotorForce },

+ 2 - 2
src/modules/physics/box2d/wrap_PrismaticJoint.h

@@ -33,8 +33,8 @@ namespace physics
 namespace box2d
 {
 	PrismaticJoint * luax_checkprismaticjoint(lua_State * L, int idx);
-	int _wrap_PrismaticJoint_getTranslation(lua_State * L);
-	int _wrap_PrismaticJoint_getSpeed(lua_State * L);
+	int _wrap_PrismaticJoint_getJointTranslation(lua_State * L);
+	int _wrap_PrismaticJoint_getJointSpeed(lua_State * L);
 	int _wrap_PrismaticJoint_setMotorEnabled(lua_State * L);
 	int _wrap_PrismaticJoint_isMotorEnabled(lua_State * L);
 	int _wrap_PrismaticJoint_setMaxMotorForce(lua_State * L);

+ 6 - 6
src/modules/physics/box2d/wrap_RevoluteJoint.cpp

@@ -31,17 +31,17 @@ namespace box2d
 		return luax_checktype<RevoluteJoint>(L, idx, "RevoluteJoint", LOVE_PHYSICS_REVOLUTE_JOINT_BITS);
 	}
 
-	int _wrap_RevoluteJoint_getAngle(lua_State * L)
+	int _wrap_RevoluteJoint_getJointAngle(lua_State * L)
 	{
 		RevoluteJoint * t = luax_checkrevolutejoint(L, 1);
-		lua_pushnumber(L, t->getAngle());
+		lua_pushnumber(L, t->getJointAngle());
 		return 1;
 	}
 
-	int _wrap_RevoluteJoint_getSpeed(lua_State * L)
+	int _wrap_RevoluteJoint_getJointSpeed(lua_State * L)
 	{
 		RevoluteJoint * t = luax_checkrevolutejoint(L, 1);
-		lua_pushnumber(L, t->getSpeed());
+		lua_pushnumber(L, t->getJointSpeed());
 		return 1;
 	}
 
@@ -159,8 +159,8 @@ namespace box2d
 	}
 
 	static const luaL_Reg wrap_RevoluteJoint_functions[] = {
-		{ "getAngle", _wrap_RevoluteJoint_getAngle },
-		{ "getSpeed", _wrap_RevoluteJoint_getSpeed },
+		{ "getJointAngle", _wrap_RevoluteJoint_getJointAngle },
+		{ "getJointSpeed", _wrap_RevoluteJoint_getJointSpeed },
 		{ "setMotorEnabled", _wrap_RevoluteJoint_setMotorEnabled },
 		{ "isMotorEnabled", _wrap_RevoluteJoint_isMotorEnabled },
 		{ "setMaxMotorTorque", _wrap_RevoluteJoint_setMaxMotorTorque },

+ 2 - 2
src/modules/physics/box2d/wrap_RevoluteJoint.h

@@ -33,8 +33,8 @@ namespace physics
 namespace box2d
 {
 	RevoluteJoint * luax_checkrevolutejoint(lua_State * L, int idx);
-	int _wrap_RevoluteJoint_getAngle(lua_State * L);
-	int _wrap_RevoluteJoint_getSpeed(lua_State * L);
+	int _wrap_RevoluteJoint_getJointAngle(lua_State * L);
+	int _wrap_RevoluteJoint_getJointSpeed(lua_State * L);
 	int _wrap_RevoluteJoint_setMotorEnabled(lua_State * L);
 	int _wrap_RevoluteJoint_isMotorEnabled(lua_State * L);
 	int _wrap_RevoluteJoint_setMaxMotorTorque(lua_State * L);

+ 16 - 24
src/modules/physics/box2d/wrap_Shape.cpp

@@ -123,32 +123,26 @@ namespace box2d
 		return t->testSegment(L);
 	}
 
-	int _wrap_Shape_setCategory(lua_State * L)
+	int _wrap_Shape_setFilterData(lua_State * L)
 	{
 		Shape * t = luax_checkshape(L, 1);
-		lua_remove(L, 1);
-		return t->setCategory(L);
-	}
-
-	int _wrap_Shape_getCategory(lua_State * L)
-	{
-		Shape * t = luax_checkshape(L, 1);
-		lua_remove(L, 1);
-		return t->getCategory(L);
-	}
-
-	int _wrap_Shape_setMask(lua_State * L)
-	{
-		Shape * t = luax_checkshape(L, 1);
-		lua_remove(L, 1);
-		return t->setMask(L);
+		int v[3];
+		v[0] = luaL_checkint(L, 2);
+		v[1] = luaL_checkint(L, 3);
+		v[2] = luaL_checkint(L, 4);
+		t->setFilterData(v);
+		return 0;
 	}
 
-	int _wrap_Shape_getMask(lua_State * L)
+	int _wrap_Shape_getFilterData(lua_State * L)
 	{
 		Shape * t = luax_checkshape(L, 1);
-		lua_remove(L, 1);
-		return t->getMask(L);
+		int v[3];
+		t->getFilterData(v);
+		lua_pushinteger(L, v[0]);
+		lua_pushinteger(L, v[1]);
+		lua_pushinteger(L, v[2]);
+		return 3;
 	}
 
 	int _wrap_Shape_setData(lua_State * L)
@@ -184,10 +178,8 @@ namespace box2d
 		{ "isSensor", _wrap_Shape_isSensor },
 		{ "testPoint", _wrap_Shape_testPoint },
 		{ "testSegment", _wrap_Shape_testSegment },
-		{ "setCategory", _wrap_Shape_setCategory },
-		{ "getCategory", _wrap_Shape_getCategory },
-		{ "setMask", _wrap_Shape_setMask },
-		{ "getMask", _wrap_Shape_getMask },
+		{ "setFilterData", _wrap_Shape_setFilterData },
+		{ "getFilterData", _wrap_Shape_getFilterData },
 		{ "setData", _wrap_Shape_setData },
 		{ "getData", _wrap_Shape_getData },
 		{ "getBoundingBox", _wrap_Shape_getBoundingBox },

+ 2 - 4
src/modules/physics/box2d/wrap_Shape.h

@@ -44,10 +44,8 @@ namespace box2d
 	int _wrap_Shape_getBody(lua_State * L);
 	int _wrap_Shape_testPoint(lua_State * L);
 	int _wrap_Shape_testSegment(lua_State * L);
-	int _wrap_Shape_setCategory(lua_State * L);
-	int _wrap_Shape_getCategory(lua_State * L);
-	int _wrap_Shape_setMask(lua_State * L);
-	int _wrap_Shape_getMask(lua_State * L);
+	int _wrap_Shape_setFilterData(lua_State * L);
+	int _wrap_Shape_getFilterData(lua_State * L);
 	int _wrap_Shape_setData(lua_State * L);
 	int _wrap_Shape_getData(lua_State * L);
 	int _wrap_Shape_getBoundingBox(lua_State * L);