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

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/**
 * Copyright (c) 2006-2013 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_Contact.h"

namespace love
{
namespace physics
{
namespace box2d
{

Contact *luax_checkcontact(lua_State *L, int idx)
{
	Contact *c = luax_checktype<Contact>(L, idx, "Contact", PHYSICS_CONTACT_T);
	if (!c->isValid())
		luaL_error(L, "Attempt to use destroyed contact.");
	return c;
}

int w_Contact_getPositions(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	return t->getPositions(L);
}

int w_Contact_getNormal(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	return t->getNormal(L);
}

int w_Contact_getFriction(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	lua_pushnumber(L, t->getFriction());
	return 1;
}

int w_Contact_getRestitution(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	lua_pushnumber(L, t->getRestitution());
	return 1;
}

int w_Contact_isEnabled(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	lua_pushboolean(L, t->isEnabled());
	return 1;
}

int w_Contact_isTouching(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	lua_pushboolean(L, t->isTouching());
	return 1;
}

int w_Contact_setFriction(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	float f = (float)luaL_checknumber(L, 2);
	t->setFriction(f);
	return 0;
}

int w_Contact_setRestitution(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	float r = (float)luaL_checknumber(L, 2);
	t->setRestitution(r);
	return 0;
}

int w_Contact_setEnabled(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	bool e = luax_toboolean(L, 2);
	t->setEnabled(e);
	return 0;
}

int w_Contact_resetFriction(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	t->resetFriction();
	return 0;
}

int w_Contact_resetRestitution(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	t->resetRestitution();
	return 0;
}

int w_Contact_setTangentSpeed(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	float speed = (float) luaL_checknumber(L, 2);
	t->setTangentSpeed(speed);
	return 0;
}

int w_Contact_getTangentSpeed(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	lua_pushnumber(L, t->getTangentSpeed());
	return 1;
}

int w_Contact_getChildren(lua_State *L)
{
	Contact *t = luax_checkcontact(L, 1);
	int a, b;
	t->getChildren(a, b);
	lua_pushnumber(L, a + 1);
	lua_pushnumber(L, b + 1);
	return 2;
}

extern "C" int luaopen_contact(lua_State *L)
{
	static const luaL_Reg functions[] =
	{
		{ "getPositions", w_Contact_getPositions },
		{ "getNormal", w_Contact_getNormal },
		{ "getFriction", w_Contact_getFriction },
		{ "getRestitution", w_Contact_getRestitution },
		{ "isEnabled", w_Contact_isEnabled },
		{ "isTouching", w_Contact_isTouching },
		{ "setFriction", w_Contact_setFriction },
		{ "setRestitution", w_Contact_setRestitution },
		{ "setEnabled", w_Contact_setEnabled },
		{ "resetFriction", w_Contact_resetFriction },
		{ "resetRestitution", w_Contact_resetRestitution },
		{ "setTangentSpeed", w_Contact_setTangentSpeed },
		{ "getTangentSpeed", w_Contact_getTangentSpeed },
		{ "getChildren", w_Contact_getChildren },
		{ 0, 0 }
	};

	return luax_register_type(L, "Contact", functions);
}

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