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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 "Body.h"
- #include <common/math.h>
- #include <common/Memoizer.h>
- #include "Shape.h"
- #include "Fixture.h"
- #include "World.h"
- #include "Physics.h"
- namespace love
- {
- namespace physics
- {
- namespace box2d
- {
- Body::Body(World * world, b2Vec2 p, Body::Type type)
- : world(world)
- {
- world->retain();
- b2BodyDef def;
- def.position = Physics::scaleDown(p);
- body = world->world->CreateBody(&def);
- // Box2D body holds a reference to the love Body.
- this->retain();
- this->setType(type);
- Memoizer::add(body, this);
- }
- Body::Body(b2Body * b)
- : body(b)
- {
- world = (World *)Memoizer::find(b->GetWorld());
- world->retain();
- // Box2D body holds a reference to the love Body.
- this->retain();
- Memoizer::add(body, this);
- }
- Body::~Body()
- {
- world->release();
- body = 0;
- }
- float Body::getX()
- {
- return Physics::scaleUp(body->GetPosition().x);
- }
- float Body::getY()
- {
- return Physics::scaleUp(body->GetPosition().y);
- }
- void Body::getPosition(float & x_o, float & y_o)
- {
- b2Vec2 v = Physics::scaleUp(body->GetPosition());
- x_o = v.x;
- y_o = v.y;
- }
- void Body::getLinearVelocity(float & x_o, float & y_o)
- {
- b2Vec2 v = Physics::scaleUp(body->GetLinearVelocity());
- x_o = v.x;
- y_o = v.y;
- }
- float Body::getAngle()
- {
- return body->GetAngle();
- }
- void Body::getWorldCenter(float & x_o, float & y_o)
- {
- b2Vec2 v = Physics::scaleUp(body->GetWorldCenter());
- x_o = v.x;
- y_o = v.y;
- }
- void Body::getLocalCenter(float & x_o, float & y_o)
- {
- b2Vec2 v = Physics::scaleUp(body->GetLocalCenter());
- x_o = v.x;
- y_o = v.y;
- }
- float Body::getAngularVelocity() const
- {
- return body->GetAngularVelocity();
- }
- float Body::getMass() const
- {
- return body->GetMass();
- }
- float Body::getInertia() const
- {
- return body->GetInertia();
- }
- int Body::getMassData(lua_State * L)
- {
- b2MassData data;
- body->GetMassData(&data);
- b2Vec2 center = Physics::scaleUp(data.center);
- lua_pushnumber(L, center.x);
- lua_pushnumber(L, center.y);
- lua_pushnumber(L, data.mass);
- lua_pushnumber(L, data.I);
- return 4;
- }
- float Body::getAngularDamping() const
- {
- return body->GetAngularDamping();
- }
- float Body::getLinearDamping() const
- {
- return body->GetLinearDamping();
- }
- float Body::getGravityScale() const
- {
- return body->GetGravityScale();
- }
- Body::Type Body::getType() const
- {
- switch (body->GetType())
- {
- case b2_staticBody:
- return BODY_STATIC;
- break;
- case b2_dynamicBody:
- return BODY_DYNAMIC;
- break;
- case b2_kinematicBody:
- return BODY_KINEMATIC;
- break;
- default:
- return BODY_INVALID;
- break;
- }
- }
- void Body::applyLinearImpulse(float jx, float jy)
- {
- body->ApplyLinearImpulse(Physics::scaleDown(b2Vec2(jx, jy)), body->GetWorldCenter());
- }
- void Body::applyLinearImpulse(float jx, float jy, float rx, float ry)
- {
- body->ApplyLinearImpulse(Physics::scaleDown(b2Vec2(jx, jy)), Physics::scaleDown(b2Vec2(rx, ry)));
- }
- void Body::applyAngularImpulse(float impulse)
- {
- // Angular impulse is in kg*m^2/s, meaning it needs to be scaled twice
- body->ApplyAngularImpulse(Physics::scaleDown(Physics::scaleDown(impulse)));
- }
- void Body::applyTorque(float t)
- {
- // Torque is in N*m, or kg*m^2/s^2, meaning it also needs to be scaled twice
- body->ApplyTorque(Physics::scaleDown(Physics::scaleDown(t)));
- }
- void Body::applyForce(float fx, float fy, float rx, float ry)
- {
- body->ApplyForce(Physics::scaleDown(b2Vec2(fx, fy)), Physics::scaleDown(b2Vec2(rx, ry)));
- }
- void Body::applyForce(float fx, float fy)
- {
- body->ApplyForce(Physics::scaleDown(b2Vec2(fx, fy)), body->GetWorldCenter());
- }
- void Body::setX(float x)
- {
- body->SetTransform(Physics::scaleDown(b2Vec2(x, getY())), getAngle());
- }
- void Body::setY(float y)
- {
- body->SetTransform(Physics::scaleDown(b2Vec2(getX(), y)), getAngle());
- }
- void Body::setLinearVelocity(float x, float y)
- {
- body->SetLinearVelocity(Physics::scaleDown(b2Vec2(x, y)));
- }
- void Body::setAngle(float d)
- {
- body->SetTransform(body->GetPosition(), d);
- }
- void Body::setAngularVelocity(float r)
- {
- body->SetAngularVelocity(r);
- }
- void Body::setPosition(float x, float y)
- {
- body->SetTransform(Physics::scaleDown(b2Vec2(x, y)), body->GetAngle());
- }
- void Body::setAngularDamping(float d)
- {
- body->SetAngularDamping(d);
- }
- void Body::setLinearDamping(float d)
- {
- body->SetLinearDamping(d);
- }
- void Body::resetMassData()
- {
- body->ResetMassData();
- }
- void Body::setMassData(float x, float y, float m, float i)
- {
- b2MassData massData;
- massData.center = Physics::scaleDown(b2Vec2(x, y));
- massData.mass = m;
- massData.I = i;
- body->SetMassData(&massData);
- }
- void Body::setInertia(float i)
- {
- b2MassData massData;
- massData.center = body->GetLocalCenter();
- massData.mass = body->GetMass();
- massData.I = i;
- body->SetMassData(&massData);
- }
- void Body::setGravityScale(float scale)
- {
- body->SetGravityScale(scale);
- }
- void Body::setType(Body::Type type)
- {
- switch (type)
- {
- case Body::BODY_STATIC:
- body->SetType(b2_staticBody);
- break;
- case Body::BODY_DYNAMIC:
- body->SetType(b2_dynamicBody);
- break;
- case Body::BODY_KINEMATIC:
- body->SetType(b2_kinematicBody);
- break;
- default:
- break;
- }
- }
- void Body::getWorldPoint(float x, float y, float & x_o, float & y_o)
- {
- b2Vec2 v = Physics::scaleUp(body->GetWorldPoint(Physics::scaleDown(b2Vec2(x, y))));
- x_o = v.x;
- y_o = v.y;
- }
- void Body::getWorldVector(float x, float y, float & x_o, float & y_o)
- {
- b2Vec2 v = Physics::scaleUp(body->GetWorldVector(Physics::scaleDown(b2Vec2(x, y))));
- x_o = v.x;
- y_o = v.y;
- }
- int Body::getWorldPoints(lua_State * L)
- {
- int argc = lua_gettop(L);
- int vcount = (int)argc/2;
- // at least one point
- love::luax_assert_argc(L, 2);
- for (int i = 0;i<vcount;i++)
- {
- float x = (float)lua_tonumber(L, i*2+1);
- float y = (float)lua_tonumber(L, i*2+2);
- b2Vec2 point = Physics::scaleUp(body->GetWorldPoint(Physics::scaleDown(b2Vec2(x, y))));
- lua_pushnumber(L, point.x);
- lua_pushnumber(L, point.y);
- }
- return argc;
- }
- void Body::getLocalPoint(float x, float y, float & x_o, float & y_o)
- {
- b2Vec2 v = Physics::scaleUp(body->GetLocalPoint(Physics::scaleDown(b2Vec2(x, y))));
- x_o = v.x;
- y_o = v.y;
- }
- void Body::getLocalVector(float x, float y, float & x_o, float & y_o)
- {
- b2Vec2 v = Physics::scaleUp(body->GetLocalVector(Physics::scaleDown(b2Vec2(x, y))));
- x_o = v.x;
- y_o = v.y;
- }
- void Body::getLinearVelocityFromWorldPoint(float x, float y, float & x_o, float & y_o)
- {
- b2Vec2 v = Physics::scaleUp(body->GetLinearVelocityFromWorldPoint(Physics::scaleDown(b2Vec2(x, y))));
- x_o = v.x;
- y_o = v.y;
- }
- void Body::getLinearVelocityFromLocalPoint(float x, float y, float & x_o, float & y_o)
- {
- b2Vec2 v = Physics::scaleUp(body->GetLinearVelocityFromLocalPoint(Physics::scaleDown(b2Vec2(x, y))));
- x_o = v.x;
- y_o = v.y;
- }
- bool Body::isBullet() const
- {
- return body->IsBullet();
- }
- void Body::setBullet(bool bullet)
- {
- return body->SetBullet(bullet);
- }
- bool Body::isActive() const
- {
- return body->IsActive();
- }
- bool Body::isAwake() const
- {
- return body->IsAwake();
- }
- void Body::setSleepingAllowed(bool allow)
- {
- body->SetSleepingAllowed(allow);
- }
- bool Body::isSleepingAllowed() const
- {
- return body->IsSleepingAllowed();
- }
- void Body::setActive(bool active)
- {
- body->SetActive(active);
- }
- void Body::setAwake(bool awake)
- {
- body->SetAwake(awake);
- }
- void Body::setFixedRotation(bool fixed)
- {
- body->SetFixedRotation(fixed);
- }
- bool Body::isFixedRotation() const
- {
- return body->IsFixedRotation();
- }
- World * Body::getWorld() const
- {
- return world;
- }
- int Body::getFixtureList(lua_State * L) const
- {
- lua_newtable(L);
- b2Fixture * f = body->GetFixtureList();
- int i = 1;
- do {
- if (!f)
- break;
- Fixture * fixture = (Fixture *)Memoizer::find(f);
- if (!fixture)
- throw love::Exception("A fixture has escaped Memoizer!");
- fixture->retain();
- luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)fixture);
- lua_rawseti(L, -2, i);
- i++;
- } while ((f = f->GetNext()));
- return 1;
- }
- b2Vec2 Body::getVector(lua_State * L)
- {
- love::luax_assert_argc(L, 2, 2);
- b2Vec2 v((float)lua_tonumber(L, 1), (float)lua_tonumber(L, 2));
- lua_pop(L, 2);
- return v;
- }
- int Body::pushVector(lua_State * L, const b2Vec2 & v)
- {
- lua_pushnumber(L, v.x);
- lua_pushnumber(L, v.y);
- return 2;
- }
- void Body::destroy()
- {
- if (world->world->IsLocked())
- {
- // Called during time step. Save reference for destruction afterwards.
- this->retain();
- world->destructBodies.push_back(this);
- return;
- }
- world->world->DestroyBody(body);
- Memoizer::remove(body);
- body = NULL;
- // Box2D body destroyed. Release its reference to the love Body.
- this->release();
- }
- } // box2d
- } // physics
- } // love
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