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 | #ifndef LOVE_PHYSICS_BOX2D_BODY_H |
22 | #define LOVE_PHYSICS_BOX2D_BODY_H |
23 | |
24 | // LOVE |
25 | #include "common/math.h" |
26 | #include "common/runtime.h" |
27 | #include "common/Object.h" |
28 | #include "physics/Body.h" |
29 | |
30 | // Box2D |
31 | #include <Box2D/Box2D.h> |
32 | |
33 | namespace love |
34 | { |
35 | namespace physics |
36 | { |
37 | namespace box2d |
38 | { |
39 | // Forward declarations. |
40 | class World; |
41 | class Shape; |
42 | class Fixture; |
43 | |
44 | /** |
45 | * This struct is stored in a void pointer in the Box2D Body class. For now, all |
46 | * we need is a Lua reference to arbitrary data, but we might need more later. |
47 | **/ |
48 | struct bodyudata |
49 | { |
50 | // Reference to arbitrary data. |
51 | Reference *ref = nullptr; |
52 | }; |
53 | |
54 | /** |
55 | * A Body is an entity which has position and orientation |
56 | * in world space. A Body does have collision geometry |
57 | * by itself, but depend on an arbitrary number of child Shape objects |
58 | * which together constitute the final geometry for the Body. |
59 | **/ |
60 | class Body : public love::physics::Body |
61 | { |
62 | public: |
63 | // Friends. |
64 | friend class Joint; |
65 | friend class DistanceJoint; |
66 | friend class MouseJoint; |
67 | friend class CircleShape; |
68 | friend class PolygonShape; |
69 | friend class Shape; |
70 | friend class Fixture; |
71 | |
72 | // Public because joints et al ask for b2body |
73 | b2Body *body; |
74 | |
75 | /** |
76 | * Create a Body at position p. |
77 | **/ |
78 | Body(World *world, b2Vec2 p, Type type); |
79 | |
80 | virtual ~Body(); |
81 | |
82 | /** |
83 | * Gets the current x-position of the Body. |
84 | **/ |
85 | float getX(); |
86 | |
87 | /** |
88 | * Gets the current y-position of the Body. |
89 | **/ |
90 | float getY(); |
91 | |
92 | /** |
93 | * Gets the current angle (deg) of the Body. |
94 | **/ |
95 | float getAngle(); |
96 | |
97 | /** |
98 | * Gets the current position of the Body. |
99 | * @param[out] x_o The x-component of the position. |
100 | * @param[out] y_o The y-component of the position. |
101 | **/ |
102 | void getPosition(float &x_o, float &y_o); |
103 | |
104 | /** |
105 | * Gets the velocity in the current center of mass. |
106 | * @param[out] x_o The x-component of the velocity. |
107 | * @param[out] y_o The y-component of the velocity. |
108 | **/ |
109 | void getLinearVelocity(float &x_o, float &y_o); |
110 | |
111 | /** |
112 | * The current center of mass for the Body in world |
113 | * coordinates. |
114 | * @param[out] x_o The x-component of the center of mass. |
115 | * @param[out] y_o The y-component of the center of mass. |
116 | **/ |
117 | void getWorldCenter(float &x_o, float &y_o); |
118 | |
119 | /** |
120 | * The current center of mass for the Body in local |
121 | * coordinates. |
122 | * @param[out] x_o The x-component of the center of mass. |
123 | * @param[out] y_o The y-component of the center of mass. |
124 | **/ |
125 | void getLocalCenter(float &x_o, float &y_o); |
126 | |
127 | /** |
128 | * Get the current Body spin. (Angular velocity). |
129 | **/ |
130 | float getAngularVelocity() const; |
131 | |
132 | /** |
133 | * Gets the Body's mass. |
134 | **/ |
135 | float getMass() const; |
136 | |
137 | /** |
138 | * Gets the Body's intertia. |
139 | **/ |
140 | float getInertia() const; |
141 | |
142 | /** |
143 | * Gets mass properties. |
144 | **/ |
145 | int getMassData(lua_State *L); |
146 | |
147 | /** |
148 | * Gets the Body's angular damping. |
149 | **/ |
150 | float getAngularDamping() const; |
151 | |
152 | /** |
153 | * Gets the Body's linear damping. |
154 | **/ |
155 | float getLinearDamping() const; |
156 | |
157 | /** |
158 | * Gets the Body's gravity scale. |
159 | **/ |
160 | float getGravityScale() const; |
161 | |
162 | /** |
163 | * Gets the type of body this is. |
164 | **/ |
165 | Type getType() const; |
166 | |
167 | /** |
168 | * Apply an impulse (jx, jy) with offset (0, 0). |
169 | **/ |
170 | void applyLinearImpulse(float jx, float jy, bool wake); |
171 | |
172 | /** |
173 | * Apply an impulse (jx, jy) with offset (rx, ry). |
174 | **/ |
175 | void applyLinearImpulse(float jx, float jy, float rx, float ry, bool wake); |
176 | |
177 | /** |
178 | * Apply an angular impulse to the body. |
179 | **/ |
180 | void applyAngularImpulse(float impulse, bool wake); |
181 | |
182 | /** |
183 | * Apply torque (t). |
184 | **/ |
185 | void applyTorque(float t, bool wake); |
186 | |
187 | /** |
188 | * Apply force (fx, fy) with offset (0, 0). |
189 | **/ |
190 | void applyForce(float fx, float fy, bool wake); |
191 | |
192 | /** |
193 | * Apply force (fx, fy) with offset (rx, ry). |
194 | **/ |
195 | void applyForce(float fx, float fy, float rx, float ry, bool wake); |
196 | |
197 | /** |
198 | * Sets the x-position of the Body. |
199 | **/ |
200 | void setX(float x); |
201 | |
202 | /** |
203 | * Sets the Y-position of the Body. |
204 | **/ |
205 | void setY(float y); |
206 | |
207 | /** |
208 | * Sets the current velocity of the Body. |
209 | **/ |
210 | void setLinearVelocity(float x, float y); |
211 | |
212 | /** |
213 | * Sets the angle of the Body. |
214 | **/ |
215 | void setAngle(float d); |
216 | |
217 | /** |
218 | * Sets the current spin of the Body. |
219 | **/ |
220 | void setAngularVelocity(float r); |
221 | |
222 | /** |
223 | * Sets the current position of the Body. |
224 | **/ |
225 | void setPosition(float x, float y); |
226 | |
227 | /** |
228 | * Sets the mass from the currently attatched shapes. |
229 | **/ |
230 | void resetMassData(); |
231 | |
232 | /** |
233 | * Sets mass properties. |
234 | * @param x The x-coordinate for the local center of mass. |
235 | * @param y The y-coordinate for the local center of mass. |
236 | * @param m The mass. |
237 | * @param i The inertia. |
238 | **/ |
239 | void setMassData(float x, float y, float m, float i); |
240 | |
241 | /** |
242 | * Sets just the mass. This is provided as a LOVE bonus. Lovely! |
243 | * @param m The mass. |
244 | **/ |
245 | void setMass(float m); |
246 | |
247 | /** |
248 | * Sets the inertia while keeping the other properties |
249 | * (mass and local center). |
250 | * @param i The inertia. |
251 | **/ |
252 | void setInertia(float i); |
253 | |
254 | /** |
255 | * Sets the Body's angular damping. |
256 | **/ |
257 | void setAngularDamping(float d); |
258 | |
259 | /** |
260 | * Sets the Body's linear damping. |
261 | **/ |
262 | void setLinearDamping(float d); |
263 | |
264 | /** |
265 | * Sets the Body's gravity scale. |
266 | **/ |
267 | void setGravityScale(float scale); |
268 | |
269 | /** |
270 | * Sets the type of body this is. |
271 | **/ |
272 | void setType(Type type); |
273 | |
274 | /** |
275 | * Transforms a point (x, y) from local coordinates |
276 | * to world coordinates. |
277 | * @param x The x-coordinate of the local point. |
278 | * @param y The y-coordinate of the local point. |
279 | * @param[out] x_o The x-coordinate of the point in world coordinates. |
280 | * @param[out] y_o The y-coordinate of the point in world coordinates. |
281 | **/ |
282 | void getWorldPoint(float x, float y, float &x_o, float &y_o); |
283 | |
284 | /** |
285 | * Transforms a vector (x, y) from local coordinates |
286 | * to world coordinates. |
287 | * @param x The x-coordinate of the local vector. |
288 | * @param y The y-coordinate of the local vector. |
289 | * @param[out] x_o The x-coordinate of the vector in world coordinates. |
290 | * @param[out] y_o The y-coordinate of the vector in world coordinates. |
291 | **/ |
292 | void getWorldVector(float x, float y, float &x_o, float &y_o); |
293 | |
294 | /** |
295 | * Transforms a series of points (x, y) from local coordinates |
296 | * to world coordinates. |
297 | **/ |
298 | int getWorldPoints(lua_State *L); |
299 | |
300 | /** |
301 | * Transforms a point (x, y) from world coordinates |
302 | * to local coordinates. |
303 | * @param x The x-coordinate of the world point. |
304 | * @param y The y-coordinate of the world point. |
305 | * @param[out] x_o The x-coordinate of the point in local coordinates. |
306 | * @param[out] y_o The y-coordinate of the point in local coordinates. |
307 | **/ |
308 | void getLocalPoint(float x, float y, float &x_o, float &y_o); |
309 | |
310 | /** |
311 | * Transforms a vector (x, y) from world coordinates |
312 | * to local coordinates. |
313 | * @param x The x-coordinate of the world vector. |
314 | * @param y The y-coordinate of the world vector. |
315 | * @param[out] x_o The x-coordinate of the vector in local coordinates. |
316 | * @param[out] y_o The y-coordinate of the vector in local coordinates. |
317 | **/ |
318 | void getLocalVector(float x, float y, float &x_o, float &y_o); |
319 | |
320 | /** |
321 | * Transforms a series of points (x, y) from world coordinates |
322 | * to local coordinates. |
323 | **/ |
324 | int getLocalPoints(lua_State *L); |
325 | |
326 | /** |
327 | * Gets the velocity on the Body for the given world point. |
328 | * @param x The x-coordinate of the world point. |
329 | * @param y The y-coordinate of the world point. |
330 | * @param[out] x_o The x-component of the velocity vector. |
331 | * @param[out] y_o The y-component of the velocity vector. |
332 | **/ |
333 | void getLinearVelocityFromWorldPoint(float x, float y, float &x_o, float &y_o); |
334 | |
335 | /** |
336 | * Gets the velocity on the Body for the given local point. |
337 | * @param x The x-coordinate of the local point. |
338 | * @param y The y-coordinate of the local point. |
339 | * @param[out] x_o The x-component of the velocity vector. |
340 | * @param[out] y_o The y-component of the velocity vector. |
341 | **/ |
342 | void getLinearVelocityFromLocalPoint(float x, float y, float &x_o, float &y_o); |
343 | |
344 | /** |
345 | * Returns true if the Body is a bullet, false otherwise. |
346 | **/ |
347 | bool isBullet() const; |
348 | |
349 | /** |
350 | * Set whether this Body should be treated as a bullet. |
351 | * Bullets require more processing power than normal shapes. |
352 | **/ |
353 | void setBullet(bool bullet); |
354 | |
355 | /** |
356 | * Checks whether a Body is active or not. An inactive body |
357 | * cannot be interacted with. |
358 | **/ |
359 | bool isActive() const; |
360 | |
361 | /** |
362 | * Checks whether a Body is awake or not. A Body |
363 | * will fall to sleep if nothing happens to it for while. |
364 | **/ |
365 | bool isAwake() const; |
366 | |
367 | /** |
368 | * Controls whether this Body should be allowed to sleep. |
369 | **/ |
370 | void setSleepingAllowed(bool allow); |
371 | bool isSleepingAllowed() const; |
372 | |
373 | /** |
374 | * Changes the body's active state. |
375 | **/ |
376 | void setActive(bool active); |
377 | |
378 | /** |
379 | * Changes the body's sleep state. |
380 | **/ |
381 | void setAwake(bool awake); |
382 | |
383 | void setFixedRotation(bool fixed); |
384 | bool isFixedRotation() const; |
385 | |
386 | bool isTouching(Body *other) const; |
387 | |
388 | /** |
389 | * Get the World this Body resides in. |
390 | */ |
391 | World *getWorld() const; |
392 | |
393 | /** |
394 | * Get an array of all the Fixtures attached to this Body. |
395 | * @return An array of Fixtures. |
396 | **/ |
397 | int getFixtures(lua_State *L) const; |
398 | |
399 | /** |
400 | * Get an array of all Joints attached to this Body. |
401 | **/ |
402 | int getJoints(lua_State *L) const; |
403 | |
404 | /** |
405 | * Get an array of all active Contacts attached to this Body. |
406 | * This list changes during World:update and you may miss some collisions |
407 | * if you don't use the collision callbacks. |
408 | **/ |
409 | int getContacts(lua_State *L) const; |
410 | |
411 | /** |
412 | * Destroy this body. |
413 | **/ |
414 | void destroy(); |
415 | |
416 | /** |
417 | * This function stores an in-C reference to |
418 | * arbitrary Lua data in the Box2D Body object. |
419 | **/ |
420 | int setUserData(lua_State *L); |
421 | |
422 | /** |
423 | * Gets the data set with setData. If no |
424 | * data is set, nil is returned. |
425 | **/ |
426 | int getUserData(lua_State *L); |
427 | |
428 | private: |
429 | |
430 | // FIXME: This should be a weak reference, rather than being completely |
431 | // unowned? |
432 | World *world; |
433 | |
434 | bodyudata *udata; |
435 | |
436 | }; // Body |
437 | |
438 | } // box2d |
439 | } // physics |
440 | } // love |
441 | |
442 | #endif // LOVE_PHYSICS_BOX2D_BODY_H |
443 | |