1 | /** |
2 | * Copyright (c) 2006-2023 LOVE Development Team |
3 | * |
4 | * This software is provided 'as-is', without any express or implied |
5 | * warranty. In no event will the authors be held liable for any damages |
6 | * arising from the use of this software. |
7 | * |
8 | * Permission is granted to anyone to use this software for any purpose, |
9 | * including commercial applications, and to alter it and redistribute it |
10 | * freely, subject to the following restrictions: |
11 | * |
12 | * 1. The origin of this software must not be misrepresented; you must not |
13 | * claim that you wrote the original software. If you use this software |
14 | * in a product, an acknowledgment in the product documentation would be |
15 | * appreciated but is not required. |
16 | * 2. Altered source versions must be plainly marked as such, and must not be |
17 | * misrepresented as being the original software. |
18 | * 3. This notice may not be removed or altered from any source distribution. |
19 | **/ |
20 | |
21 | #include "Body.h" |
22 | |
23 | #include "common/math.h" |
24 | |
25 | #include "Shape.h" |
26 | #include "Fixture.h" |
27 | #include "World.h" |
28 | #include "Physics.h" |
29 | |
30 | // Needed for luax_pushjoint. |
31 | #include "wrap_Joint.h" |
32 | |
33 | namespace love |
34 | { |
35 | namespace physics |
36 | { |
37 | namespace box2d |
38 | { |
39 | |
40 | Body::Body(World *world, b2Vec2 p, Body::Type type) |
41 | : world(world) |
42 | , udata(nullptr) |
43 | { |
44 | udata = new bodyudata(); |
45 | udata->ref = nullptr; |
46 | b2BodyDef def; |
47 | def.position = Physics::scaleDown(p); |
48 | def.userData = (void *) udata; |
49 | body = world->world->CreateBody(&def); |
50 | // Box2D body holds a reference to the love Body. |
51 | this->retain(); |
52 | this->setType(type); |
53 | world->registerObject(body, this); |
54 | } |
55 | |
56 | Body::~Body() |
57 | { |
58 | if (!udata) |
59 | return; |
60 | |
61 | if (udata->ref) |
62 | delete udata->ref; |
63 | |
64 | delete udata; |
65 | } |
66 | |
67 | float Body::getX() |
68 | { |
69 | return Physics::scaleUp(body->GetPosition().x); |
70 | } |
71 | |
72 | float Body::getY() |
73 | { |
74 | return Physics::scaleUp(body->GetPosition().y); |
75 | } |
76 | |
77 | void Body::getPosition(float &x_o, float &y_o) |
78 | { |
79 | b2Vec2 v = Physics::scaleUp(body->GetPosition()); |
80 | x_o = v.x; |
81 | y_o = v.y; |
82 | } |
83 | |
84 | void Body::getLinearVelocity(float &x_o, float &y_o) |
85 | { |
86 | b2Vec2 v = Physics::scaleUp(body->GetLinearVelocity()); |
87 | x_o = v.x; |
88 | y_o = v.y; |
89 | } |
90 | |
91 | float Body::getAngle() |
92 | { |
93 | return body->GetAngle(); |
94 | } |
95 | |
96 | void Body::getWorldCenter(float &x_o, float &y_o) |
97 | { |
98 | b2Vec2 v = Physics::scaleUp(body->GetWorldCenter()); |
99 | x_o = v.x; |
100 | y_o = v.y; |
101 | } |
102 | |
103 | void Body::getLocalCenter(float &x_o, float &y_o) |
104 | { |
105 | b2Vec2 v = Physics::scaleUp(body->GetLocalCenter()); |
106 | x_o = v.x; |
107 | y_o = v.y; |
108 | } |
109 | |
110 | float Body::getAngularVelocity() const |
111 | { |
112 | return body->GetAngularVelocity(); |
113 | } |
114 | |
115 | float Body::getMass() const |
116 | { |
117 | return body->GetMass(); |
118 | } |
119 | |
120 | float Body::getInertia() const |
121 | { |
122 | return Physics::scaleUp(Physics::scaleUp(body->GetInertia())); |
123 | } |
124 | |
125 | int Body::getMassData(lua_State *L) |
126 | { |
127 | b2MassData data; |
128 | body->GetMassData(&data); |
129 | b2Vec2 center = Physics::scaleUp(data.center); |
130 | lua_pushnumber(L, center.x); |
131 | lua_pushnumber(L, center.y); |
132 | lua_pushnumber(L, data.mass); |
133 | lua_pushnumber(L, Physics::scaleUp(Physics::scaleUp(data.I))); |
134 | return 4; |
135 | } |
136 | |
137 | float Body::getAngularDamping() const |
138 | { |
139 | return body->GetAngularDamping(); |
140 | } |
141 | |
142 | float Body::getLinearDamping() const |
143 | { |
144 | return body->GetLinearDamping(); |
145 | } |
146 | |
147 | float Body::getGravityScale() const |
148 | { |
149 | return body->GetGravityScale(); |
150 | } |
151 | |
152 | Body::Type Body::getType() const |
153 | { |
154 | switch (body->GetType()) |
155 | { |
156 | case b2_staticBody: |
157 | return BODY_STATIC; |
158 | break; |
159 | case b2_dynamicBody: |
160 | return BODY_DYNAMIC; |
161 | break; |
162 | case b2_kinematicBody: |
163 | return BODY_KINEMATIC; |
164 | break; |
165 | default: |
166 | return BODY_INVALID; |
167 | break; |
168 | } |
169 | } |
170 | |
171 | void Body::applyLinearImpulse(float jx, float jy, bool wake) |
172 | { |
173 | body->ApplyLinearImpulse(Physics::scaleDown(b2Vec2(jx, jy)), body->GetWorldCenter(), wake); |
174 | } |
175 | |
176 | void Body::applyLinearImpulse(float jx, float jy, float rx, float ry, bool wake) |
177 | { |
178 | body->ApplyLinearImpulse(Physics::scaleDown(b2Vec2(jx, jy)), Physics::scaleDown(b2Vec2(rx, ry)), wake); |
179 | } |
180 | |
181 | void Body::applyAngularImpulse(float impulse, bool wake) |
182 | { |
183 | // Angular impulse is in kg*m^2/s, meaning it needs to be scaled twice |
184 | body->ApplyAngularImpulse(Physics::scaleDown(Physics::scaleDown(impulse)), wake); |
185 | } |
186 | |
187 | void Body::applyTorque(float t, bool wake) |
188 | { |
189 | // Torque is in N*m, or kg*m^2/s^2, meaning it also needs to be scaled twice |
190 | body->ApplyTorque(Physics::scaleDown(Physics::scaleDown(t)), wake); |
191 | } |
192 | |
193 | void Body::applyForce(float fx, float fy, float rx, float ry, bool wake) |
194 | { |
195 | body->ApplyForce(Physics::scaleDown(b2Vec2(fx, fy)), Physics::scaleDown(b2Vec2(rx, ry)), wake); |
196 | } |
197 | |
198 | void Body::applyForce(float fx, float fy, bool wake) |
199 | { |
200 | body->ApplyForceToCenter(Physics::scaleDown(b2Vec2(fx, fy)), wake); |
201 | } |
202 | |
203 | void Body::setX(float x) |
204 | { |
205 | body->SetTransform(Physics::scaleDown(b2Vec2(x, getY())), getAngle()); |
206 | } |
207 | |
208 | void Body::setY(float y) |
209 | { |
210 | body->SetTransform(Physics::scaleDown(b2Vec2(getX(), y)), getAngle()); |
211 | } |
212 | |
213 | void Body::setLinearVelocity(float x, float y) |
214 | { |
215 | body->SetLinearVelocity(Physics::scaleDown(b2Vec2(x, y))); |
216 | } |
217 | |
218 | void Body::setAngle(float d) |
219 | { |
220 | body->SetTransform(body->GetPosition(), d); |
221 | } |
222 | |
223 | void Body::setAngularVelocity(float r) |
224 | { |
225 | body->SetAngularVelocity(r); |
226 | } |
227 | |
228 | void Body::setPosition(float x, float y) |
229 | { |
230 | body->SetTransform(Physics::scaleDown(b2Vec2(x, y)), body->GetAngle()); |
231 | } |
232 | |
233 | void Body::setAngularDamping(float d) |
234 | { |
235 | body->SetAngularDamping(d); |
236 | } |
237 | |
238 | void Body::setLinearDamping(float d) |
239 | { |
240 | body->SetLinearDamping(d); |
241 | } |
242 | |
243 | void Body::resetMassData() |
244 | { |
245 | body->ResetMassData(); |
246 | } |
247 | |
248 | void Body::setMassData(float x, float y, float m, float i) |
249 | { |
250 | b2MassData massData; |
251 | massData.center = Physics::scaleDown(b2Vec2(x, y)); |
252 | massData.mass = m; |
253 | massData.I = Physics::scaleDown(Physics::scaleDown(i)); |
254 | body->SetMassData(&massData); |
255 | } |
256 | |
257 | void Body::setMass(float m) |
258 | { |
259 | b2MassData data; |
260 | body->GetMassData(&data); |
261 | data.mass = m; |
262 | body->SetMassData(&data); |
263 | } |
264 | |
265 | void Body::setInertia(float i) |
266 | { |
267 | b2MassData massData; |
268 | massData.center = body->GetLocalCenter(); |
269 | massData.mass = body->GetMass(); |
270 | massData.I = Physics::scaleDown(Physics::scaleDown(i)); |
271 | body->SetMassData(&massData); |
272 | } |
273 | |
274 | void Body::setGravityScale(float scale) |
275 | { |
276 | body->SetGravityScale(scale); |
277 | } |
278 | |
279 | void Body::setType(Body::Type type) |
280 | { |
281 | switch (type) |
282 | { |
283 | case Body::BODY_STATIC: |
284 | body->SetType(b2_staticBody); |
285 | break; |
286 | case Body::BODY_DYNAMIC: |
287 | body->SetType(b2_dynamicBody); |
288 | break; |
289 | case Body::BODY_KINEMATIC: |
290 | body->SetType(b2_kinematicBody); |
291 | break; |
292 | default: |
293 | break; |
294 | } |
295 | } |
296 | |
297 | void Body::getWorldPoint(float x, float y, float &x_o, float &y_o) |
298 | { |
299 | b2Vec2 v = Physics::scaleUp(body->GetWorldPoint(Physics::scaleDown(b2Vec2(x, y)))); |
300 | x_o = v.x; |
301 | y_o = v.y; |
302 | } |
303 | |
304 | void Body::getWorldVector(float x, float y, float &x_o, float &y_o) |
305 | { |
306 | b2Vec2 v = Physics::scaleUp(body->GetWorldVector(Physics::scaleDown(b2Vec2(x, y)))); |
307 | x_o = v.x; |
308 | y_o = v.y; |
309 | } |
310 | |
311 | int Body::getWorldPoints(lua_State *L) |
312 | { |
313 | int argc = lua_gettop(L); |
314 | int vcount = (int)argc/2; |
315 | // at least one point |
316 | love::luax_assert_argc(L, 2); |
317 | |
318 | for (int i = 0; i<vcount; i++) |
319 | { |
320 | float x = (float)lua_tonumber(L, 1); |
321 | float y = (float)lua_tonumber(L, 2); |
322 | // Remove them, so we don't run out of stack space |
323 | lua_remove(L, 1); |
324 | lua_remove(L, 1); |
325 | // Time for scaling |
326 | b2Vec2 point = Physics::scaleUp(body->GetWorldPoint(Physics::scaleDown(b2Vec2(x, y)))); |
327 | // And then we push the result |
328 | lua_pushnumber(L, point.x); |
329 | lua_pushnumber(L, point.y); |
330 | } |
331 | |
332 | return argc; |
333 | } |
334 | |
335 | void Body::getLocalPoint(float x, float y, float &x_o, float &y_o) |
336 | { |
337 | b2Vec2 v = Physics::scaleUp(body->GetLocalPoint(Physics::scaleDown(b2Vec2(x, y)))); |
338 | x_o = v.x; |
339 | y_o = v.y; |
340 | } |
341 | |
342 | void Body::getLocalVector(float x, float y, float &x_o, float &y_o) |
343 | { |
344 | b2Vec2 v = Physics::scaleUp(body->GetLocalVector(Physics::scaleDown(b2Vec2(x, y)))); |
345 | x_o = v.x; |
346 | y_o = v.y; |
347 | } |
348 | |
349 | int Body::getLocalPoints(lua_State *L) |
350 | { |
351 | int argc = lua_gettop(L); |
352 | int vcount = (int)argc/2; |
353 | // at least one point |
354 | love::luax_assert_argc(L, 2); |
355 | |
356 | for (int i = 0; i<vcount; i++) |
357 | { |
358 | float x = (float)lua_tonumber(L, 1); |
359 | float y = (float)lua_tonumber(L, 2); |
360 | // Remove them, so we don't run out of stack space |
361 | lua_remove(L, 1); |
362 | lua_remove(L, 1); |
363 | // Time for scaling |
364 | b2Vec2 point = Physics::scaleUp(body->GetLocalPoint(Physics::scaleDown(b2Vec2(x, y)))); |
365 | // And then we push the result |
366 | lua_pushnumber(L, point.x); |
367 | lua_pushnumber(L, point.y); |
368 | } |
369 | |
370 | return argc; |
371 | } |
372 | |
373 | void Body::getLinearVelocityFromWorldPoint(float x, float y, float &x_o, float &y_o) |
374 | { |
375 | b2Vec2 v = Physics::scaleUp(body->GetLinearVelocityFromWorldPoint(Physics::scaleDown(b2Vec2(x, y)))); |
376 | x_o = v.x; |
377 | y_o = v.y; |
378 | } |
379 | |
380 | void Body::getLinearVelocityFromLocalPoint(float x, float y, float &x_o, float &y_o) |
381 | { |
382 | b2Vec2 v = Physics::scaleUp(body->GetLinearVelocityFromLocalPoint(Physics::scaleDown(b2Vec2(x, y)))); |
383 | x_o = v.x; |
384 | y_o = v.y; |
385 | } |
386 | |
387 | bool Body::isBullet() const |
388 | { |
389 | return body->IsBullet(); |
390 | } |
391 | |
392 | void Body::setBullet(bool bullet) |
393 | { |
394 | return body->SetBullet(bullet); |
395 | } |
396 | |
397 | bool Body::isActive() const |
398 | { |
399 | return body->IsActive(); |
400 | } |
401 | |
402 | bool Body::isAwake() const |
403 | { |
404 | return body->IsAwake(); |
405 | } |
406 | |
407 | void Body::setSleepingAllowed(bool allow) |
408 | { |
409 | body->SetSleepingAllowed(allow); |
410 | } |
411 | |
412 | bool Body::isSleepingAllowed() const |
413 | { |
414 | return body->IsSleepingAllowed(); |
415 | } |
416 | |
417 | void Body::setActive(bool active) |
418 | { |
419 | body->SetActive(active); |
420 | } |
421 | |
422 | void Body::setAwake(bool awake) |
423 | { |
424 | body->SetAwake(awake); |
425 | } |
426 | |
427 | void Body::setFixedRotation(bool fixed) |
428 | { |
429 | body->SetFixedRotation(fixed); |
430 | } |
431 | |
432 | bool Body::isFixedRotation() const |
433 | { |
434 | return body->IsFixedRotation(); |
435 | } |
436 | |
437 | bool Body::isTouching(Body *other) const |
438 | { |
439 | const b2ContactEdge *ce = body->GetContactList(); |
440 | b2Body *otherbody = other->body; |
441 | |
442 | while (ce != nullptr) |
443 | { |
444 | if (ce->other == otherbody && ce->contact != nullptr && ce->contact->IsTouching()) |
445 | return true; |
446 | |
447 | ce = ce->next; |
448 | } |
449 | |
450 | return false; |
451 | } |
452 | |
453 | World *Body::getWorld() const |
454 | { |
455 | return world; |
456 | } |
457 | |
458 | int Body::getFixtures(lua_State *L) const |
459 | { |
460 | lua_newtable(L); |
461 | b2Fixture *f = body->GetFixtureList(); |
462 | int i = 1; |
463 | do |
464 | { |
465 | if (!f) |
466 | break; |
467 | Fixture *fixture = (Fixture *)world->findObject(f); |
468 | if (!fixture) |
469 | throw love::Exception("A fixture has escaped Memoizer!" ); |
470 | luax_pushtype(L, fixture); |
471 | lua_rawseti(L, -2, i); |
472 | i++; |
473 | } |
474 | while ((f = f->GetNext())); |
475 | return 1; |
476 | } |
477 | |
478 | int Body::getJoints(lua_State *L) const |
479 | { |
480 | lua_newtable(L); |
481 | const b2JointEdge *je = body->GetJointList(); |
482 | int i = 1; |
483 | |
484 | do |
485 | { |
486 | if (!je) |
487 | break; |
488 | |
489 | Joint *joint = (Joint *) world->findObject(je->joint); |
490 | if (!joint) |
491 | throw love::Exception("A joint has escaped Memoizer!" ); |
492 | |
493 | luax_pushjoint(L, joint); |
494 | lua_rawseti(L, -2, i); |
495 | i++; |
496 | } |
497 | while ((je = je->next)); |
498 | |
499 | return 1; |
500 | } |
501 | |
502 | int Body::getContacts(lua_State *L) const |
503 | { |
504 | lua_newtable(L); |
505 | const b2ContactEdge *ce = body->GetContactList(); |
506 | int i = 1; |
507 | do |
508 | { |
509 | if (!ce) |
510 | break; |
511 | |
512 | Contact *contact = (Contact *) world->findObject(ce->contact); |
513 | if (!contact) |
514 | contact = new Contact(world, ce->contact); |
515 | else |
516 | contact->retain(); |
517 | |
518 | luax_pushtype(L, contact); |
519 | contact->release(); |
520 | lua_rawseti(L, -2, i); |
521 | i++; |
522 | } |
523 | while ((ce = ce->next)); |
524 | return 1; |
525 | } |
526 | |
527 | void Body::destroy() |
528 | { |
529 | if (world->world->IsLocked()) |
530 | { |
531 | // Called during time step. Save reference for destruction afterwards. |
532 | this->retain(); |
533 | world->destructBodies.push_back(this); |
534 | return; |
535 | } |
536 | |
537 | world->world->DestroyBody(body); |
538 | world->unregisterObject(body); |
539 | body = NULL; |
540 | |
541 | // Remove userdata reference to avoid it sticking around after GC |
542 | if (udata && udata->ref) |
543 | udata->ref->unref(); |
544 | |
545 | // Box2D body destroyed. Release its reference to the love Body. |
546 | this->release(); |
547 | } |
548 | |
549 | int Body::setUserData(lua_State *L) |
550 | { |
551 | love::luax_assert_argc(L, 1, 1); |
552 | |
553 | if (udata == nullptr) |
554 | { |
555 | udata = new bodyudata(); |
556 | body->SetUserData((void *) udata); |
557 | } |
558 | |
559 | if(!udata->ref) |
560 | udata->ref = new Reference(); |
561 | |
562 | udata->ref->ref(L); |
563 | |
564 | return 0; |
565 | } |
566 | |
567 | int Body::getUserData(lua_State *L) |
568 | { |
569 | if (udata != nullptr && udata->ref != nullptr) |
570 | udata->ref->push(L); |
571 | else |
572 | lua_pushnil(L); |
573 | |
574 | return 1; |
575 | } |
576 | |
577 | } // box2d |
578 | } // physics |
579 | } // love |
580 | |