| 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 | |