Source

selove / src / modules / physics / box2d / Physics.cpp

The default branch has multiple heads

/**
* Copyright (c) 2006-2012 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 "Physics.h"

// LOVE
#include <common/math.h>
#include "wrap_Body.h"

namespace love
{
namespace physics
{
namespace box2d
{

	int Physics::meter = Physics::DEFAULT_METER;

	const char * Physics::getName() const
	{
		return "love.physics.box2d";
	}

	World * Physics::newWorld(float gx, float gy, bool sleep)
	{
		return new World(b2Vec2(gx, gy), sleep);
	}

	Body * Physics::newBody(World * world, float x, float y, Body::Type type)
	{
		return new Body(world, b2Vec2(x, y), type);
	}

	Body * Physics::newBody(World * world, Body::Type type)
	{
		return new Body(world, b2Vec2(0, 0), type);
	}

	CircleShape * Physics::newCircleShape(float radius)
	{
		return newCircleShape(0, 0, radius);
	}

	CircleShape * Physics::newCircleShape(float x, float y, float radius)
	{
		b2CircleShape *s = new b2CircleShape();
		s->m_p = Physics::scaleDown(b2Vec2(x, y));
		s->m_radius = Physics::scaleDown(radius);
		return new CircleShape(s);
	}

	PolygonShape * Physics::newRectangleShape(float w, float h)
	{
		return newRectangleShape(0, 0, w, h, 0);
	}

	PolygonShape * Physics::newRectangleShape(float x, float y, float w, float h)
	{
		return newRectangleShape(x, y, w, h, 0);
	}

	PolygonShape * Physics::newRectangleShape(float x, float y, float w, float h, float angle)
	{
		b2PolygonShape* s = new b2PolygonShape();
		s->SetAsBox(Physics::scaleDown(w/2.0f), Physics::scaleDown(h/2.0f), Physics::scaleDown(b2Vec2(x, y)), angle);
		return new PolygonShape(s);
	}

	EdgeShape * Physics::newEdgeShape(float x1, float y1, float x2, float y2)
	{
		b2EdgeShape* s = new b2EdgeShape();
		s->Set(Physics::scaleDown(b2Vec2(x1, y1)), Physics::scaleDown(b2Vec2(x2, y2)));
		return new EdgeShape(s);
	}

	int Physics::newPolygonShape(lua_State * L)
	{
		int argc = lua_gettop(L);
		if (argc%2 != 0)
			return luaL_error(L, "Number of vertices must be a multiple of two.");
		// 3 to 8 (b2_maxPolygonVertices) vertices
		int vcount = argc / 2;
		if (vcount < 3)
			luaL_error(L, "Expected a minimum of 3 vertices, got %d.", vcount);
		else if (vcount > b2_maxPolygonVertices)
			luaL_error(L, "Expected a maximum of %d vertices, got %d.", b2_maxPolygonVertices, vcount);

		b2PolygonShape* s = new b2PolygonShape();

		bool reverse = false;
		b2Vec2 edge1;
		b2Vec2 vecs[b2_maxPolygonVertices];

		for (int i = 0; i < vcount; i++)
		{
			float x = (float)luaL_checknumber(L, -2);
			float y = (float)luaL_checknumber(L, -1);
			vecs[i] = Physics::scaleDown(b2Vec2(x, y));
			lua_pop(L, 2);

			if (!reverse)
			{
				// Detect clockwise winding.
				if (i == 1)
				{
					edge1 = vecs[1] - vecs[0];
				}
				else if (i == vcount - 1)
				{
					b2Vec2 edge2 = vecs[i] - vecs[i-1];
					// Also check the edge from the last and first point.
					b2Vec2 edge3 = vecs[0] - vecs[i];
					if (b2Cross(edge1, edge2) < 0.0f || b2Cross(edge2, edge3) < 0.0f)
						reverse = true;
				}
				else if (i > 1)
				{
					b2Vec2 edge2 = vecs[i] - vecs[i-1];
					if (b2Cross(edge1, edge2) < 0.0f)
						reverse = true;
					edge1 = edge2;
				}
			}
		}

		if (reverse)
		{
			for (int i = 0, j = vcount-1; i < j; ++i, --j)
			{
				b2Vec2 swap = vecs[i];
				vecs[i] = vecs[j];
				vecs[j] = swap;
			}
		}

		s->Set(vecs, vcount);
		PolygonShape * p = new PolygonShape(s);

		luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)p);
		return 1;
	}

	int Physics::newChainShape(lua_State * L)
	{
		int argc = lua_gettop(L)-1; // first argument is looping
		int vcount = (int)argc/2;

		b2ChainShape* s = new b2ChainShape();

		bool loop = luax_toboolean(L, 1);

		b2Vec2 * vecs = new b2Vec2[vcount];

		for (int i = 0;i<vcount;i++)
		{
			float x = (float)lua_tonumber(L, -2);
			float y = (float)lua_tonumber(L, -1);
			vecs[i].Set(x, y);
			vecs[i] = Physics::scaleDown(vecs[i]);
			lua_pop(L, 2);
		}

		if (loop)
			s->CreateLoop(vecs, vcount);
		else
			s->CreateChain(vecs, vcount);

		ChainShape * c = new ChainShape(s);
		delete[] vecs;

		luax_newtype(L, "ChainShape", PHYSICS_CHAIN_SHAPE_T, (void*)c);

		return 1;
	}

	DistanceJoint * Physics::newDistanceJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, bool collideConnected)
	{
		return new DistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected);
	}

	MouseJoint * Physics::newMouseJoint(Body * body, float x, float y)
	{
		return new MouseJoint(body, x, y);
	}

	RevoluteJoint * Physics::newRevoluteJoint(Body * body1, Body * body2, float x, float y, bool collideConnected)
	{
		return new RevoluteJoint(body1, body2, x, y, collideConnected);
	}

	PrismaticJoint * Physics::newPrismaticJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
	{
		return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
	}

	PulleyJoint * Physics::newPulleyJoint(Body * body1, Body * body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected)
	{
		return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio, collideConnected);
	}

	GearJoint * Physics::newGearJoint(Joint * joint1, Joint * joint2, float ratio, bool collideConnected)
	{
		return new GearJoint(joint1, joint2, ratio, collideConnected);
	}

	FrictionJoint * Physics::newFrictionJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected)
	{
		return new FrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected);
	}

	WeldJoint * Physics::newWeldJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, bool collideConnected)
	{
		return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected);
	}

	WheelJoint * Physics::newWheelJoint(Body * body1, Body * body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected)
	{
		return new WheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected);
	}

	RopeJoint * Physics::newRopeJoint(Body * body1, Body * body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected)
	{
		return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected);
	}

	Fixture * Physics::newFixture(Body * body, Shape * shape, float density)
	{
		return new Fixture(body, shape, density);
	}

	int Physics::getDistance(lua_State * L)
	{
		Fixture * fixtureA = luax_checktype<Fixture>(L, 1, "Fixture", PHYSICS_FIXTURE_T);
		Fixture * fixtureB = luax_checktype<Fixture>(L, 2, "Fixture", PHYSICS_FIXTURE_T);
		b2DistanceInput i;
		b2DistanceProxy pA;
		pA.Set(fixtureA->fixture->GetShape(), 0);
		b2DistanceProxy pB;
		pB.Set(fixtureB->fixture->GetShape(), 0);
		i.proxyA = pA;
		i.proxyB = pB;
		i.transformA = fixtureA->fixture->GetBody()->GetTransform();
		i.transformB = fixtureB->fixture->GetBody()->GetTransform();
		i.useRadii = true;
		b2DistanceOutput o;
		b2SimplexCache c;
		b2Distance(&o, &c, &i);
		lua_pushnumber(L, Physics::scaleUp(o.distance));
		lua_pushnumber(L, Physics::scaleUp(o.pointA.x));
		lua_pushnumber(L, Physics::scaleUp(o.pointA.y));
		lua_pushnumber(L, Physics::scaleUp(o.pointB.x));
		lua_pushnumber(L, Physics::scaleUp(o.pointB.y));
		return 5;
	}

	void Physics::setMeter(int meter)
	{
		if (meter < 1) throw love::Exception("Physics error: invalid meter");
		Physics::meter = meter;
	}

	int Physics::getMeter()
	{
		return meter;
	}

	void Physics::scaleDown(float & x, float & y)
	{
		x /= (float)meter;
		y /= (float)meter;
	}

	void Physics::scaleUp(float & x, float & y)
	{
		x *= (float)meter;
		y *= (float)meter;
	}

	float Physics::scaleDown(float f)
	{
		return f/(float)meter;
	}

	float Physics::scaleUp(float f)
	{
		return f*(float)meter;
	}

	b2Vec2 Physics::scaleDown(const b2Vec2 & v)
	{
		b2Vec2 t = v;
		scaleDown(t.x, t.y);
		return t;
	}

	b2Vec2 Physics::scaleUp(const b2Vec2 & v)
	{
		b2Vec2 t = v;
		scaleUp(t.x, t.y);
		return t;
	}

	b2AABB Physics::scaleDown(const b2AABB & aabb)
	{
		b2AABB t;
		t.lowerBound = scaleDown(aabb.lowerBound);
		t.upperBound = scaleDown(aabb.upperBound);
		return t;
	}

	b2AABB Physics::scaleUp(const b2AABB & aabb)
	{
		b2AABB t;
		t.lowerBound = scaleUp(aabb.lowerBound);
		t.upperBound = scaleUp(aabb.upperBound);
		return t;
	}

} // box2d
} // physics
} // love