Source

love / src / modules / physics / box2d / Fixture.cpp

/**
 * Copyright (c) 2006-2014 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"

#include "common/Memoizer.h"

// STD
#include <bitset>

namespace love
{
namespace physics
{
namespace box2d
{

Fixture::Fixture(Body *body, Shape *shape, float density)
	: body(body)
	, fixture(nullptr)
{
	data = new fixtureudata();
	data->ref = nullptr;
	b2FixtureDef def;
	def.shape = shape->shape;
	def.userData = (void *)data;
	def.density = density;
	fixture = body->body->CreateFixture(&def);
	this->retain();
	Memoizer::add(fixture, this);
}

Fixture::Fixture(b2Fixture *f)
	: fixture(f)
{
	data = (fixtureudata *)f->GetUserData();
	body = (Body *)Memoizer::find(f->GetBody());
	if (!body)
		body = new Body(f->GetBody());
	this->retain();
	Memoizer::add(fixture, this);
}

Fixture::~Fixture()
{
	if (data != nullptr)
		delete data->ref;

	delete data;
}

Shape::Type Fixture::getType() const
{
	return Shape(fixture->GetShape(), false).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
{
	if (!fixture->GetShape())
		return nullptr;

	return new Shape(fixture->GetShape(), false);
}

bool Fixture::isValid() const
{
	return fixture != nullptr;
}

void Fixture::setFilterData(int *v)
{
	b2Filter f;
	f.categoryBits = (uint16) v[0];
	f.maskBits = (uint16) v[1];
	f.groupIndex = (int16) 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] = (int) 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)
			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 != nullptr)
	{
		// We set the Reference's lua_State to this one before deleting it, so
		// it unrefs using the current lua_State's stack. This is necessary
		// if setUserData is called in a coroutine.
		data->ref->setL(L);
		delete data->ref;
	}

	data->ref = new Reference(L);

	return 0;
}

int Fixture::getUserData(lua_State *L)
{
	if (data->ref != nullptr)
		data->ref->push(L);
	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);
	int childIndex = (int)luaL_optint(L, 6, 1) - 1; // Convert from 1-based index
	b2RayCastInput input;
	input.p1.Set(p1x, p1y);
	input.p2.Set(p2x, p2y);
	input.maxFraction = maxFraction;
	b2RayCastOutput output;
	if (!fixture->RayCast(&output, input, childIndex))
		return 0; // Nothing hit.
	lua_pushnumber(L, output.normal.x);
	lua_pushnumber(L, output.normal.y);
	lua_pushnumber(L, output.fraction);
	return 3;
}

int Fixture::getBoundingBox(lua_State *L) const
{
	int childIndex = (int)luaL_optint(L, 1, 1) - 1; // Convert from 1-based index
	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;
}

void Fixture::destroy(bool implicit)
{
	if (body->world->world->IsLocked())
	{
		// Called during time step. Save reference for destruction afterwards.
		this->retain();
		body->world->destructFixtures.push_back(this);
		return;
	}

	if (!implicit && fixture != nullptr)
		body->body->DestroyFixture(fixture);
	Memoizer::remove(fixture);
	fixture = nullptr;

	// Box2D fixture destroyed. Release its reference to the love Fixture.
	this->release();
}

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