Commits

Bill Meltsner committed 1456ab9

Implement Fixture class properly.

Comments (0)

Files changed (11)

platform/macosx/love.xcodeproj/project.pbxproj

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 		A95684F7125D3555001B276B /* b64.cpp in Sources */ = {isa = PBXBuildFile; fileRef = A95684F5125D3555001B276B /* b64.cpp */; };
+		A958F911142D364C007F320F /* wrap_Fixture.cpp in Sources */ = {isa = PBXBuildFile; fileRef = A958F910142D3627007F320F /* wrap_Fixture.cpp */; };
 		A968F0CF1083A9A900A895AA /* Event.cpp in Sources */ = {isa = PBXBuildFile; fileRef = A968F0CE1083A9A900A895AA /* Event.cpp */; };
 		A968F0D11083A9B900A895AA /* File.cpp in Sources */ = {isa = PBXBuildFile; fileRef = A968F0D01083A9B900A895AA /* File.cpp */; };
 		A968F0D31083A9D400A895AA /* Graphics.cpp in Sources */ = {isa = PBXBuildFile; fileRef = A968F0D21083A9D400A895AA /* Graphics.cpp */; };
 		A946D4421176AC42005E1462 /* Font.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = Font.h; sourceTree = "<group>"; };
 		A95684F5125D3555001B276B /* b64.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = b64.cpp; sourceTree = "<group>"; };
 		A95684F6125D3555001B276B /* b64.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = b64.h; sourceTree = "<group>"; };
+		A958F910142D3627007F320F /* wrap_Fixture.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = wrap_Fixture.cpp; sourceTree = "<group>"; };
+		A958F912142D3687007F320F /* wrap_Fixture.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = wrap_Fixture.h; sourceTree = "<group>"; };
 		A968F0C61083A07B00A895AA /* EnumMap.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = EnumMap.h; sourceTree = "<group>"; };
 		A968F0C71083A07C00A895AA /* StringMap.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = StringMap.h; sourceTree = "<group>"; };
 		A968F0CE1083A9A900A895AA /* Event.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = Event.cpp; sourceTree = "<group>"; };
 				A93E6B5710420ACA007D418B /* wrap_DistanceJoint.h */,
 				A96F41A51412C92B0067FE9A /* wrap_EdgeShape.cpp */,
 				A96F41A61412C92B0067FE9A /* wrap_EdgeShape.h */,
+				A958F910142D3627007F320F /* wrap_Fixture.cpp */,
+				A958F912142D3687007F320F /* wrap_Fixture.h */,
 				A9B6432D13BF87E400DC3C7E /* wrap_FrictionJoint.cpp */,
 				A9B6432E13BF87EA00DC3C7E /* wrap_FrictionJoint.h */,
 				A93E6B5810420ACA007D418B /* wrap_GearJoint.cpp */,
 				A9D1D2041422578C00A8BC2F /* wrap_RopeJoint.cpp in Sources */,
 				A9D1D20A1422959100A8BC2F /* ChainShape.cpp in Sources */,
 				A9D1D20D14229B6500A8BC2F /* wrap_ChainShape.cpp in Sources */,
+				A958F911142D364C007F320F /* wrap_Fixture.cpp in Sources */,
 			);
 			runOnlyForDeploymentPostprocessing = 0;
 		};

src/common/types.h

 		PHYSICS_WORLD_ID,
 		PHYSICS_CONTACT_ID,
 		PHYSICS_BODY_ID,
+		PHYSICS_FIXTURE_ID,
 		PHYSICS_SHAPE_ID,
 		PHYSICS_CIRCLE_SHAPE_ID,
 		PHYSICS_POLYGON_SHAPE_ID,
 	const bits PHYSICS_WORLD_T = (bits(1) << PHYSICS_WORLD_ID) | OBJECT_T;
 	const bits PHYSICS_CONTACT_T = (bits(1) << PHYSICS_CONTACT_ID) | OBJECT_T;
 	const bits PHYSICS_BODY_T = (bits(1) << PHYSICS_BODY_ID) | OBJECT_T;
+	const bits PHYSICS_FIXTURE_T = (bits(1) << PHYSICS_FIXTURE_ID) | OBJECT_T;
 	const bits PHYSICS_SHAPE_T = (bits(1) << PHYSICS_SHAPE_ID) | OBJECT_T;
 	const bits PHYSICS_CIRCLE_SHAPE_T = (bits(1) << PHYSICS_CIRCLE_SHAPE_ID) | PHYSICS_SHAPE_T;
 	const bits PHYSICS_POLYGON_SHAPE_T = (bits(1) << PHYSICS_POLYGON_SHAPE_ID) | PHYSICS_SHAPE_T;

src/modules/physics/box2d/Fixture.cpp

-//
-//  Fixture.cpp
-//  love
-//
-//  Created by Bill Meltsner on 3/13/11.
-//  Copyright 2011 Bill Meltsner. All rights reserved.
-//
+/**
+* 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 "Fixture.h"
+
+// Module
+#include "Body.h"
+#include "World.h"
+#include "Physics.h"
+
+// STD
+#include <bitset>
+
+namespace love
+{
+namespace physics
+{
+namespace box2d
+{
+	Fixture::Fixture(Body * body, Shape * shape)
+		: body(body), shape(shape), fixture(NULL)
+	{
+		body->retain();
+		shape->retain();
+		data = new fixtureudata();
+		data->ref = 0;
+		b2FixtureDef def;
+		def.shape = shape->shape;
+		def.userData = (void *)data;
+		fixture = body->body->CreateFixture(&def);
+	}
+
+	Fixture::~Fixture()
+	{
+		if(data->ref != 0)
+			delete data->ref;
+
+		delete data;
+		data = 0;
+
+		if (fixture)
+			body->body->DestroyFixture(fixture);
+		fixture = 0;
+
+		body->release();
+	}
+
+	Shape::Type Fixture::getType() const
+	{
+		return shape->getType();
+	}
+
+	void Fixture::setFriction(float friction)
+	{
+		fixture->SetFriction(friction);
+	}
+
+	void Fixture::setRestitution(float restitution)
+	{
+		fixture->SetRestitution(restitution);
+	}
+
+	void Fixture::setDensity(float density)
+	{
+		fixture->SetDensity(density);
+	}
+
+	void Fixture::setSensor(bool sensor)
+	{
+		fixture->SetSensor(sensor);
+	}
+
+	float Fixture::getFriction() const
+	{
+		return fixture->GetFriction();
+	}
+
+	float Fixture::getRestitution() const
+	{
+		return fixture->GetRestitution();
+	}
+
+	float Fixture::getDensity() const
+	{
+		return fixture->GetDensity();
+	}
+
+	bool Fixture::isSensor() const
+	{
+		return fixture->IsSensor();
+	}
+
+	Body * Fixture::getBody() const
+	{
+		return body;
+	}
+	
+	Shape * Fixture::getShape() const
+	{
+		return shape;
+	}
+
+	void Fixture::setFilterData(int * v)
+	{
+		b2Filter f;
+		f.categoryBits = (unsigned short)v[0];
+		f.maskBits = (unsigned short)v[1];
+		f.groupIndex = v[2];
+		fixture->SetFilterData(f);
+	}
+
+	void Fixture::getFilterData(int * v)
+	{
+		b2Filter f = fixture->GetFilterData();
+		v[0] = (int)f.categoryBits;
+		v[1] = (int)f.maskBits;
+		v[2] = f.groupIndex;
+	}
+
+	int Fixture::setCategory(lua_State * L)
+	{
+		b2Filter f = fixture->GetFilterData();
+		f.categoryBits = (uint16)getBits(L);
+		fixture->SetFilterData(f);
+		return 0;
+	}
+
+	int Fixture::setMask(lua_State * L)
+	{
+		b2Filter f = fixture->GetFilterData();
+		f.maskBits = ~(uint16)getBits(L);
+		fixture->SetFilterData(f);
+		return 0;
+	}
+
+	void Fixture::setGroupIndex(int index)
+	{
+		b2Filter f = fixture->GetFilterData();
+		f.groupIndex = (uint16)index;
+		fixture->SetFilterData(f);
+	}
+
+	int Fixture::getGroupIndex() const
+	{
+		b2Filter f = fixture->GetFilterData();
+		return f.groupIndex;
+	}
+
+	int Fixture::getCategory(lua_State * L)
+	{
+		return pushBits(L, fixture->GetFilterData().categoryBits);
+	}
+
+	int Fixture::getMask(lua_State * L)
+	{
+		return pushBits(L, ~(fixture->GetFilterData().maskBits));
+	}
+
+	uint16 Fixture::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 > 16)
+				return luaL_error(L, "Values must be in range 1-16.");
+			b.set(bpos, true);
+		}
+
+		return (uint16)b.to_ulong();
+	}
+
+	int Fixture::pushBits(lua_State * L, uint16 bits)
+	{
+		// Create a bitset.
+		std::bitset<16> b((int)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();
+	}
+
+	int Fixture::setUserData(lua_State * L)
+	{
+		love::luax_assert_argc(L, 1, 1);
+
+		if(data->ref != 0)
+		{
+			delete data->ref;
+			data->ref = 0;
+		}
+
+		data->ref = new Reference(L);
+		return 0;
+	}
+
+	int Fixture::getUserData(lua_State * L)
+	{
+		love::luax_assert_argc(L, 0, 0);
+		if(data->ref != 0)
+			data->ref->push();
+		else
+			lua_pushnil(L);
+
+		return 1;
+	}
+	
+	bool Fixture::testPoint(float x, float y) const
+	{
+		return fixture->TestPoint(Physics::scaleDown(b2Vec2(x, y)));
+	}
+	
+	int Fixture::rayCast(lua_State * L) const
+	{
+		float p1x = Physics::scaleDown((float)luaL_checknumber(L, 1));
+		float p1y = Physics::scaleDown((float)luaL_checknumber(L, 2));
+		float p2x = Physics::scaleDown((float)luaL_checknumber(L, 3));
+		float p2y = Physics::scaleDown((float)luaL_checknumber(L, 4));
+		float maxFraction = (float)luaL_checknumber(L, 5);
+		float x = Physics::scaleDown((float)luaL_checknumber(L, 6));
+		float y = Physics::scaleDown((float)luaL_checknumber(L, 7));
+		float r = (float)luaL_checknumber(L, 8);
+		int childIndex = (int)luaL_optint(L, 9, 0);
+		b2RayCastInput input;
+		input.p1.Set(p1x, p1y);
+		input.p2.Set(p2x, p2y);
+		input.maxFraction = maxFraction;
+		b2Transform transform(b2Vec2(x, y), b2Rot(r));
+		b2RayCastOutput output;
+		fixture->RayCast(&output, input, childIndex);
+		lua_pushnumber(L, Physics::scaleUp(output.normal.x));
+		lua_pushnumber(L, Physics::scaleUp(output.normal.y));
+		lua_pushnumber(L, output.fraction);
+		return 3;
+	}
+	
+	int Fixture::getBoundingBox(lua_State * L) const
+	{
+		int childIndex = (int)luaL_optint(L, 1, 0);
+		b2AABB box = fixture->GetAABB(childIndex);
+		box = Physics::scaleUp(box);
+		lua_pushnumber(L, box.lowerBound.x);
+		lua_pushnumber(L, box.lowerBound.y);
+		lua_pushnumber(L, box.upperBound.x);
+		lua_pushnumber(L, box.upperBound.y);
+		return 4;
+	}
+	
+	int Fixture::getMassData(lua_State * L) const
+	{
+		b2MassData data;
+		fixture->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;
+	}
+	
+	
+} // box2d
+} // physics
+} // love

src/modules/physics/box2d/Fixture.h

 	{
 	protected:
 		
+		Body * body;
+		Shape * shape;
 		b2Fixture * fixture;
 		fixtureudata * data;
 
 		* debug drawing.
 		**/
 		Shape::Type getType() const;
+		
+		/**
+		* Gets the Shape attached to this Fixture.
+		**/
+		Shape * getShape() const;
+
+		/**
+		* Checks whether this Fixture acts as a sensor.
+		* @return True if sensor, false otherwise.
+		**/
+		bool isSensor() const;
+
+		/**
+		* Set whether this Fixture should be a sensor or not.
+		* @param sensor True if sensor, false if not.
+		**/
+		void setSensor(bool sensor);
+		
+		/**
+		* Gets the Body this Fixture is attached to.
+		**/
+		Body * getBody() const;
+		
+		/**
+		* Gets the next Fixture attached to the parent Body.
+		**/
+		Fixture * getNext() 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 Box2D Fixture object.
+		*
+		* The data set here will be passed to the collision
+		* handler when collisions occur.
+		**/
+		int setUserData(lua_State * L);
+
+		/**
+		* Gets the data set with setData. If no
+		* data is set, nil is returned.
+		**/
+		int getUserData(lua_State * L);
 
 		/**
 		* Sets the friction of the Fixture.
 		void setDensity(float density);
 
 		/**
-		* Set whether this Fixture should be a sensor or not.
-		* @param sensor True if sensor, false if not.
-		**/
-		void setSensor(bool sensor);
-
-		/**
 		* Gets the friction of the Fixture.
 		* @returns The friction.
 		**/
 		* @return The density.
 		**/
 		float getDensity() const;
-
-		/**
-		* Checks whether this Fixture acts as a sensor.
-		* @return True if sensor, false otherwise.
-		**/
-		bool isSensor() const;
-
-		/**
-		* Get the body attatched to this Fixture.
-		* @return The parent Body.
-		**/
-		Body * getBody() const;
-
+		
 		/**
 		* Checks if a point is inside the Fixture.
-		* @param x The x-component of the Fixture.
-		* @param y The y-component of the Fixture.
+		* @param x The x-component of the point.
+		* @param y The y-component of the point.
 		**/
 		bool testPoint(float x, float y) const;
-
+		
 		/**
-		* Tests whether a line segment intersects a Fixture.
+		* Cast a ray against this Fixture.
 		**/
-		int testSegment(lua_State * L);
-
-		/**
-		* 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);
-
+		int rayCast(lua_State * L) const;
+		
 		void setGroupIndex(int index);
 		int getGroupIndex() const;
 
 		int pushBits(lua_State * L, uint16 bits);
 
 		/**
-		* This function stores an in-C reference to
-		* arbitrary Lua data in the Box2D Fixture object.
-		*
-		* The data set here will be passed to the collision
-		* handler when collisions occur.
-		**/
-		int setData(lua_State * L);
-
-		/**
-		* Gets the data set with setData. If no
-		* data is set, nil is returned.
-		**/
-		int getData(lua_State * L);
-
-		/**
 		* Gets the bounding box for this Fixture.
 		* The function returns eight values which can be
 		* passed directly to love.graphics.polygon.
 		**/
-		int getBoundingBox(lua_State * L);
+		int getBoundingBox(lua_State * L) const;
+		
+		/**
+		* Gets the mass data for this Fixture.
+		* This operation may be expensive.
+		**/
+		int getMassData(lua_State * L) const;
 	};
 
 } // box2d

src/modules/physics/box2d/Physics.cpp

 	{
 		return new Body(world, b2Vec2(0, 0), 1, 1);
 	}
+	
+	Fixture * Physics::newFixture(Body * body, Shape * shape)
+	{
+		return new Fixture(body, shape);
+	}
 
 	CircleShape * Physics::newCircleShape(float radius)
 	{

src/modules/physics/box2d/Physics.h

 #include "World.h"
 #include "Contact.h"
 #include "Body.h"
+#include "Fixture.h"
 #include "Shape.h"
 #include "CircleShape.h"
 #include "PolygonShape.h"
 		* @param world The world to create the Body in.
 		**/
 		Body * newBody(World * world);
+		
+		/**
+		* Creates a new Fixture.
+		* @param body The body to attach the Fixture to.
+		* @param shape The shape to attach to the Fixture.
+		**/
+		Fixture * newFixture(Body * body, Shape * shape);
 
 		/**
 		* Creates a new CircleShape at (0, 0).

src/modules/physics/box2d/Shape.h

 	**/
 	class Shape : public love::physics::Shape
 	{
+		friend class Fixture;
 	
 	protected:
 

src/modules/physics/box2d/wrap_Fixture.cpp

+/**
+* 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 "wrap_Fixture.h"
+#include <common/StringMap.h>
+
+namespace love
+{
+namespace physics
+{
+namespace box2d
+{
+	Fixture * luax_checkfixture(lua_State * L, int idx)
+	{
+		return luax_checktype<Fixture>(L, idx, "Fixture", PHYSICS_FIXTURE_T);
+	}
+
+	int w_Fixture_getType(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		const char * type = "";
+		Shape::getConstant(t->getType(), type);
+		lua_pushstring(L, type);
+		return 1;
+	}
+
+	int w_Fixture_setFriction(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		float arg1 = (float)luaL_checknumber(L, 2);
+		t->setFriction(arg1);
+		return 0;
+	}
+
+	int w_Fixture_setRestitution(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		float arg1 = (float)luaL_checknumber(L, 2);
+		t->setRestitution(arg1);
+		return 0;
+	}
+
+	int w_Fixture_setDensity(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		float arg1 = (float)luaL_checknumber(L, 2);
+		t->setDensity(arg1);
+		return 0;
+	}
+
+	int w_Fixture_setSensor(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		bool arg1 = luax_toboolean(L, 2);
+		t->setSensor(arg1);
+		return 0;
+	}
+
+	int w_Fixture_getFriction(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_pushnumber(L, t->getFriction());
+		return 1;
+	}
+
+	int w_Fixture_getRestitution(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_pushnumber(L, t->getRestitution());
+		return 1;
+	}
+
+	int w_Fixture_getDensity(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_pushnumber(L, t->getDensity());
+		return 1;
+	}
+
+	int w_Fixture_isSensor(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		luax_pushboolean(L, t->isSensor());
+		return 1;
+	}
+
+	int w_Fixture_getBody(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		Body * body = t->getBody();
+		if(body == 0)
+			return 0;
+		body->retain();
+		luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body);
+		return 1;
+	}
+	
+	int w_Fixture_getShape(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		Shape * shape = t->getShape();
+		if(shape == 0)
+			return 0;
+		shape->retain();
+		luax_newtype(L, "Shape", PHYSICS_SHAPE_T, (void*)shape);
+		return 1;
+	}
+
+	int w_Fixture_testPoint(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		float x = (float)luaL_checknumber(L, 2);
+		float y = (float)luaL_checknumber(L, 3);
+		luax_pushboolean(L, t->testPoint(x, y));
+		return 1;
+	}
+
+	int w_Fixture_rayCast(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_remove(L, 1);
+		return t->rayCast(L);
+	}
+
+	int w_Fixture_setFilterData(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		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 w_Fixture_getFilterData(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		int v[3];
+		t->getFilterData(v);
+		lua_pushinteger(L, v[0]);
+		lua_pushinteger(L, v[1]);
+		lua_pushinteger(L, v[2]);
+		return 3;
+	}
+
+	int w_Fixture_setCategory(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_remove(L, 1);
+		return t->setCategory(L);
+	}
+
+	int w_Fixture_getCategory(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_remove(L, 1);
+		return t->getCategory(L);
+	}
+
+	int w_Fixture_setMask(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_remove(L, 1);
+		return t->setMask(L);
+	}
+
+	int w_Fixture_getMask(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_remove(L, 1);
+		return t->getMask(L);
+	}
+
+	int w_Fixture_setUserData(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_remove(L, 1);
+		return t->setUserData(L);
+	}
+
+	int w_Fixture_getUserData(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_remove(L, 1);
+		return t->getUserData(L);
+	}
+
+	int w_Fixture_getBoundingBox(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_remove(L, 1);
+		return t->getBoundingBox(L);
+	}
+	
+	int w_Fixture_getMassData(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		lua_remove(L, 1);
+		return t->getMassData(L);
+	}
+
+	int w_Fixture_getGroupIndex(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		int i = t->getGroupIndex();
+		lua_pushinteger(L, i);
+		return 1;
+	}
+
+	int w_Fixture_setGroupIndex(lua_State * L)
+	{
+		Fixture * t = luax_checkfixture(L, 1);
+		int i = luaL_checkint(L, 2);
+		t->setGroupIndex(i);
+		return 0;
+	}
+
+	int w_Fixture_destroy(lua_State * L)
+	{
+		Proxy * p = (Proxy *)lua_touserdata(L, 1);
+		p->own = false;
+
+		Fixture * t = (Fixture *)p->data;
+		t->release();
+		return 0;
+	}
+
+	static const luaL_Reg functions[] = {
+		{ "getType", w_Fixture_getType },
+		{ "setFriction", w_Fixture_setFriction },
+		{ "setRestitution", w_Fixture_setRestitution },
+		{ "setDensity", w_Fixture_setDensity },
+		{ "setSensor", w_Fixture_setSensor },
+		{ "getFriction", w_Fixture_getFriction },
+		{ "getRestitution", w_Fixture_getRestitution },
+		{ "getDensity", w_Fixture_getDensity },
+		{ "getBody", w_Fixture_getBody },
+		{ "getShape", w_Fixture_getShape },
+		{ "isSensor", w_Fixture_isSensor },
+		{ "testPoint", w_Fixture_testPoint },
+		{ "rayCast", w_Fixture_rayCast },
+		{ "setFilterData", w_Fixture_setFilterData },
+		{ "getFilterData", w_Fixture_getFilterData },
+		{ "setCategory", w_Fixture_setCategory },
+		{ "getCategory", w_Fixture_getCategory },
+		{ "setMask", w_Fixture_setMask },
+		{ "getMask", w_Fixture_getMask },
+		{ "setUserData", w_Fixture_setUserData },
+		{ "getUserData", w_Fixture_getUserData },
+		{ "getBoundingBox", w_Fixture_getBoundingBox },
+		{ "getMassData", w_Fixture_getMassData },
+		{ "getGroupIndex", w_Fixture_getGroupIndex },
+		{ "setGroupIndex", w_Fixture_setGroupIndex },
+		{ "destroy", w_Fixture_destroy },
+		{ 0, 0 }
+	};
+
+	int luaopen_fixture(lua_State * L)
+	{
+		return luax_register_type(L, "Fixture", functions);
+	}
+
+} // box2d
+} // physics
+} // love
+

src/modules/physics/box2d/wrap_Fixture.h

+/**
+* 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.
+**/
+
+#ifndef LOVE_PHYSICS_BOX2D_WRAP_FIXTURE_H
+#define LOVE_PHYSICS_BOX2D_WRAP_FIXTURE_H
+
+// LOVE
+#include <common/runtime.h>
+#include "Fixture.h"
+
+namespace love
+{
+namespace physics
+{
+namespace box2d
+{
+	Fixture * luax_checkfixture(lua_State * L, int idx);
+	int w_Fixture_getType(lua_State * L);
+	int w_Fixture_setFriction(lua_State * L);
+	int w_Fixture_setRestitution(lua_State * L);
+	int w_Fixture_setDensity(lua_State * L);
+	int w_Fixture_setSensor(lua_State * L);
+	int w_Fixture_getFriction(lua_State * L);
+	int w_Fixture_getRestitution(lua_State * L);
+	int w_Fixture_getDensity(lua_State * L);
+	int w_Fixture_isSensor(lua_State * L);
+	int w_Fixture_getBody(lua_State * L);
+	int w_Fixture_getShape(lua_State * L);
+	int w_Fixture_testPoint(lua_State * L);
+	int w_Fixture_rayCast(lua_State * L);
+	int w_Fixture_setFilterData(lua_State * L);
+	int w_Fixture_getFilterData(lua_State * L);
+	int w_Fixture_setCategory(lua_State * L);
+	int w_Fixture_getCategory(lua_State * L);
+	int w_Fixture_setMask(lua_State * L);
+	int w_Fixture_getMask(lua_State * L);
+	int w_Fixture_setUserData(lua_State * L);
+	int w_Fixture_getUserData(lua_State * L);
+	int w_Fixture_getBoundingBox(lua_State * L);
+	int w_Fixture_getMassData(lua_State * L);
+	int w_Fixture_getGroupIndex(lua_State * L);
+	int w_Fixture_setGroupIndex(lua_State * L);
+	int w_Fixture_destroy(lua_State * L);
+	int luaopen_fixture(lua_State * L);
+
+} // box2d
+} // physics
+} // love
+
+#endif // LOVE_PHYSICS_BOX2D_WRAP_FIXTURE_H

src/modules/physics/box2d/wrap_Physics.cpp

 		luax_newtype(L, "Body", PHYSICS_BODY_T, (void*)body);
 		return 1;
 	}
+	
+	int w_newFixture(lua_State * L)
+	{
+		Body * body = luax_checkbody(L, 1);
+		Shape * shape = luax_checkshape(L, 2);
+		Fixture * fixture = instance->newFixture(body, shape);
+		luax_newtype(L, "Fixture", PHYSICS_FIXTURE_T, (void*)fixture);
+		return 1;
+	}
 
 	int w_newCircleShape(lua_State * L)
 	{

src/modules/physics/box2d/wrap_Physics.h

 {
 	int w_newWorld(lua_State * L);
 	int w_newBody(lua_State * L);
+	int w_newFixture(lua_State * L);
 	int w_newCircleShape(lua_State * L);
 	int w_newRectangleShape(lua_State * L);
 	int w_newPolygonShape(lua_State * L);