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

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/**
* 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 "wrap_Fixture.h"
#include <common/StringMap.h>

namespace love
{
namespace physics
{
namespace box2d
{
	Fixture * luax_checkfixture(lua_State * L, int idx)
	{
		Fixture * f = luax_checktype<Fixture>(L, idx, "Fixture", PHYSICS_FIXTURE_T);
		if (!f->isValid())
			luaL_error(L, "Attempt to use destroyed fixture.");
		return f;
	}

	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;
		switch (shape->getType()) {
			case Shape::SHAPE_EDGE:
				luax_newtype(L, "EdgeShape", PHYSICS_EDGE_SHAPE_T, (void*)shape);
				break;
			case Shape::SHAPE_CHAIN:
				luax_newtype(L, "ChainShape", PHYSICS_CHAIN_SHAPE_T, (void*)shape);
				break;
			case Shape::SHAPE_CIRCLE:
				luax_newtype(L, "CircleShape", PHYSICS_CIRCLE_SHAPE_T, (void*)shape);
				break;
			case Shape::SHAPE_POLYGON:
				luax_newtype(L, "PolygonShape", PHYSICS_POLYGON_SHAPE_T, (void*)shape);
				break;
			default:
				luax_newtype(L, "Shape", PHYSICS_SHAPE_T, (void*)shape);
				break;
		}
		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);
		ASSERT_GUARD(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)
	{
		Fixture * t = luax_checkfixture(L, 1);
		try
		{
			t->destroy();
		}
		catch (love::Exception & e)
		{
			luaL_error(L, "%s", e.what());
		}
		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 }
	};

	extern "C" int luaopen_fixture(lua_State * L)
	{
		return luax_register_type(L, "Fixture", functions);
	}

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