| 1 | /** | 
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| 2 | * Copyright (c) 2006-2023 LOVE Development Team | 
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| 3 | * | 
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| 4 | * This software is provided 'as-is', without any express or implied | 
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| 5 | * warranty.  In no event will the authors be held liable for any damages | 
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| 6 | * arising from the use of this software. | 
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| 7 | * | 
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| 8 | * Permission is granted to anyone to use this software for any purpose, | 
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| 9 | * including commercial applications, and to alter it and redistribute it | 
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| 10 | * freely, subject to the following restrictions: | 
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| 11 | * | 
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| 12 | * 1. The origin of this software must not be misrepresented; you must not | 
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| 13 | *    claim that you wrote the original software. If you use this software | 
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| 14 | *    in a product, an acknowledgment in the product documentation would be | 
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| 15 | *    appreciated but is not required. | 
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| 16 | * 2. Altered source versions must be plainly marked as such, and must not be | 
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| 17 | *    misrepresented as being the original software. | 
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| 18 | * 3. This notice may not be removed or altered from any source distribution. | 
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| 19 | **/ | 
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| 20 |  | 
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| 21 | #ifndef LOVE_PHYSICS_BOX2D_BODY_H | 
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| 22 | #define LOVE_PHYSICS_BOX2D_BODY_H | 
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| 23 |  | 
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| 24 | // LOVE | 
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| 25 | #include "common/math.h" | 
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| 26 | #include "common/runtime.h" | 
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| 27 | #include "common/Object.h" | 
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| 28 | #include "physics/Body.h" | 
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| 29 |  | 
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| 30 | // Box2D | 
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| 31 | #include <Box2D/Box2D.h> | 
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| 32 |  | 
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| 33 | namespace love | 
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| 34 | { | 
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| 35 | namespace physics | 
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| 36 | { | 
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| 37 | namespace box2d | 
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| 38 | { | 
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| 39 | // Forward declarations. | 
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| 40 | class World; | 
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| 41 | class Shape; | 
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| 42 | class Fixture; | 
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| 43 |  | 
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| 44 | /** | 
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| 45 | * This struct is stored in a void pointer in the Box2D Body class. For now, all | 
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| 46 | * we need is a Lua reference to arbitrary data, but we might need more later. | 
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| 47 | **/ | 
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| 48 | struct bodyudata | 
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| 49 | { | 
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| 50 | // Reference to arbitrary data. | 
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| 51 | Reference *ref = nullptr; | 
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| 52 | }; | 
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| 53 |  | 
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| 54 | /** | 
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| 55 | * A Body is an entity which has position and orientation | 
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| 56 | * in world space. A Body does have collision geometry | 
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| 57 | * by itself, but depend on an arbitrary number of child Shape objects | 
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| 58 | * which together constitute the final geometry for the Body. | 
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| 59 | **/ | 
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| 60 | class Body : public love::physics::Body | 
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| 61 | { | 
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| 62 | public: | 
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| 63 | // Friends. | 
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| 64 | friend class Joint; | 
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| 65 | friend class DistanceJoint; | 
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| 66 | friend class MouseJoint; | 
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| 67 | friend class CircleShape; | 
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| 68 | friend class PolygonShape; | 
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| 69 | friend class Shape; | 
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| 70 | friend class Fixture; | 
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| 71 |  | 
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| 72 | // Public because joints et al ask for b2body | 
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| 73 | b2Body *body; | 
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| 74 |  | 
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| 75 | /** | 
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| 76 | * Create a Body at position p. | 
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| 77 | **/ | 
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| 78 | Body(World *world, b2Vec2 p, Type type); | 
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| 79 |  | 
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| 80 | virtual ~Body(); | 
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| 81 |  | 
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| 82 | /** | 
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| 83 | * Gets the current x-position of the Body. | 
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| 84 | **/ | 
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| 85 | float getX(); | 
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| 86 |  | 
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| 87 | /** | 
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| 88 | * Gets the current y-position of the Body. | 
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| 89 | **/ | 
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| 90 | float getY(); | 
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| 91 |  | 
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| 92 | /** | 
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| 93 | * Gets the current angle (deg) of the Body. | 
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| 94 | **/ | 
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| 95 | float getAngle(); | 
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| 96 |  | 
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| 97 | /** | 
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| 98 | * Gets the current position of the Body. | 
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| 99 | * @param[out] x_o The x-component of the position. | 
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| 100 | * @param[out] y_o The y-component of the position. | 
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| 101 | **/ | 
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| 102 | void getPosition(float &x_o, float &y_o); | 
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| 103 |  | 
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| 104 | /** | 
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| 105 | * Gets the velocity in the current center of mass. | 
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| 106 | * @param[out] x_o The x-component of the velocity. | 
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| 107 | * @param[out] y_o The y-component of the velocity. | 
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| 108 | **/ | 
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| 109 | void getLinearVelocity(float &x_o, float &y_o); | 
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| 110 |  | 
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| 111 | /** | 
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| 112 | * The current center of mass for the Body in world | 
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| 113 | * coordinates. | 
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| 114 | * @param[out] x_o The x-component of the center of mass. | 
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| 115 | * @param[out] y_o The y-component of the center of mass. | 
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| 116 | **/ | 
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| 117 | void getWorldCenter(float &x_o, float &y_o); | 
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| 118 |  | 
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| 119 | /** | 
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| 120 | * The current center of mass for the Body in local | 
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| 121 | * coordinates. | 
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| 122 | * @param[out] x_o The x-component of the center of mass. | 
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| 123 | * @param[out] y_o The y-component of the center of mass. | 
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| 124 | **/ | 
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| 125 | void getLocalCenter(float &x_o, float &y_o); | 
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| 126 |  | 
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| 127 | /** | 
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| 128 | * Get the current Body spin. (Angular velocity). | 
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| 129 | **/ | 
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| 130 | float getAngularVelocity() const; | 
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| 131 |  | 
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| 132 | /** | 
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| 133 | * Gets the Body's mass. | 
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| 134 | **/ | 
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| 135 | float getMass() const; | 
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| 136 |  | 
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| 137 | /** | 
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| 138 | * Gets the Body's intertia. | 
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| 139 | **/ | 
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| 140 | float getInertia() const; | 
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| 141 |  | 
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| 142 | /** | 
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| 143 | * Gets mass properties. | 
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| 144 | **/ | 
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| 145 | int getMassData(lua_State *L); | 
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| 146 |  | 
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| 147 | /** | 
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| 148 | * Gets the Body's angular damping. | 
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| 149 | **/ | 
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| 150 | float getAngularDamping() const; | 
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| 151 |  | 
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| 152 | /** | 
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| 153 | * Gets the Body's linear damping. | 
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| 154 | **/ | 
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| 155 | float getLinearDamping() const; | 
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| 156 |  | 
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| 157 | /** | 
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| 158 | * Gets the Body's gravity scale. | 
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| 159 | **/ | 
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| 160 | float getGravityScale() const; | 
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| 161 |  | 
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| 162 | /** | 
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| 163 | * Gets the type of body this is. | 
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| 164 | **/ | 
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| 165 | Type getType() const; | 
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| 166 |  | 
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| 167 | /** | 
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| 168 | * Apply an impulse (jx, jy) with offset (0, 0). | 
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| 169 | **/ | 
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| 170 | void applyLinearImpulse(float jx, float jy, bool wake); | 
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| 171 |  | 
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| 172 | /** | 
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| 173 | * Apply an impulse (jx, jy) with offset (rx, ry). | 
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| 174 | **/ | 
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| 175 | void applyLinearImpulse(float jx, float jy, float rx, float ry, bool wake); | 
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| 176 |  | 
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| 177 | /** | 
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| 178 | * Apply an angular impulse to the body. | 
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| 179 | **/ | 
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| 180 | void applyAngularImpulse(float impulse, bool wake); | 
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| 181 |  | 
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| 182 | /** | 
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| 183 | * Apply torque (t). | 
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| 184 | **/ | 
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| 185 | void applyTorque(float t, bool wake); | 
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| 186 |  | 
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| 187 | /** | 
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| 188 | * Apply force (fx, fy) with offset (0, 0). | 
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| 189 | **/ | 
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| 190 | void applyForce(float fx, float fy, bool wake); | 
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| 191 |  | 
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| 192 | /** | 
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| 193 | * Apply force (fx, fy) with offset (rx, ry). | 
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| 194 | **/ | 
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| 195 | void applyForce(float fx, float fy, float rx, float ry, bool wake); | 
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| 196 |  | 
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| 197 | /** | 
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| 198 | * Sets the x-position of the Body. | 
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| 199 | **/ | 
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| 200 | void setX(float x); | 
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| 201 |  | 
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| 202 | /** | 
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| 203 | * Sets the Y-position of the Body. | 
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| 204 | **/ | 
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| 205 | void setY(float y); | 
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| 206 |  | 
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| 207 | /** | 
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| 208 | * Sets the current velocity of the Body. | 
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| 209 | **/ | 
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| 210 | void setLinearVelocity(float x, float y); | 
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| 211 |  | 
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| 212 | /** | 
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| 213 | * Sets the angle of the Body. | 
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| 214 | **/ | 
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| 215 | void setAngle(float d); | 
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| 216 |  | 
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| 217 | /** | 
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| 218 | * Sets the current spin of the Body. | 
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| 219 | **/ | 
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| 220 | void setAngularVelocity(float r); | 
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| 221 |  | 
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| 222 | /** | 
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| 223 | * Sets the current position of the Body. | 
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| 224 | **/ | 
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| 225 | void setPosition(float x, float y); | 
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| 226 |  | 
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| 227 | /** | 
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| 228 | * Sets the mass from the currently attatched shapes. | 
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| 229 | **/ | 
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| 230 | void resetMassData(); | 
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| 231 |  | 
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| 232 | /** | 
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| 233 | * Sets mass properties. | 
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| 234 | * @param x The x-coordinate for the local center of mass. | 
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| 235 | * @param y The y-coordinate for the local center of mass. | 
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| 236 | * @param m The mass. | 
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| 237 | * @param i The inertia. | 
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| 238 | **/ | 
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| 239 | void setMassData(float x, float y, float m, float i); | 
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| 240 |  | 
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| 241 | /** | 
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| 242 | * Sets just the mass. This is provided as a LOVE bonus. Lovely! | 
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| 243 | * @param m The mass. | 
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| 244 | **/ | 
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| 245 | void setMass(float m); | 
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| 246 |  | 
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| 247 | /** | 
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| 248 | * Sets the inertia while keeping the other properties | 
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| 249 | * (mass and local center). | 
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| 250 | * @param i The inertia. | 
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| 251 | **/ | 
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| 252 | void setInertia(float i); | 
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| 253 |  | 
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| 254 | /** | 
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| 255 | * Sets the Body's angular damping. | 
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| 256 | **/ | 
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| 257 | void setAngularDamping(float d); | 
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| 258 |  | 
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| 259 | /** | 
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| 260 | * Sets the Body's linear damping. | 
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| 261 | **/ | 
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| 262 | void setLinearDamping(float d); | 
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| 263 |  | 
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| 264 | /** | 
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| 265 | * Sets the Body's gravity scale. | 
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| 266 | **/ | 
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| 267 | void setGravityScale(float scale); | 
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| 268 |  | 
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| 269 | /** | 
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| 270 | * Sets the type of body this is. | 
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| 271 | **/ | 
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| 272 | void setType(Type type); | 
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| 273 |  | 
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| 274 | /** | 
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| 275 | * Transforms a point (x, y) from local coordinates | 
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| 276 | * to world coordinates. | 
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| 277 | * @param x The x-coordinate of the local point. | 
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| 278 | * @param y The y-coordinate of the local point. | 
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| 279 | * @param[out] x_o The x-coordinate of the point in world coordinates. | 
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| 280 | * @param[out] y_o The y-coordinate of the point in world coordinates. | 
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| 281 | **/ | 
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| 282 | void getWorldPoint(float x, float y, float &x_o, float &y_o); | 
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| 283 |  | 
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| 284 | /** | 
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| 285 | * Transforms a vector (x, y) from local coordinates | 
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| 286 | * to world coordinates. | 
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| 287 | * @param x The x-coordinate of the local vector. | 
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| 288 | * @param y The y-coordinate of the local vector. | 
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| 289 | * @param[out] x_o The x-coordinate of the vector in world coordinates. | 
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| 290 | * @param[out] y_o The y-coordinate of the vector in world coordinates. | 
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| 291 | **/ | 
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| 292 | void getWorldVector(float x, float y, float &x_o, float &y_o); | 
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| 293 |  | 
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| 294 | /** | 
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| 295 | * Transforms a series of points (x, y) from local coordinates | 
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| 296 | * to world coordinates. | 
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| 297 | **/ | 
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| 298 | int getWorldPoints(lua_State *L); | 
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| 299 |  | 
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| 300 | /** | 
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| 301 | * Transforms a point (x, y) from world coordinates | 
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| 302 | * to local coordinates. | 
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| 303 | * @param x The x-coordinate of the world point. | 
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| 304 | * @param y The y-coordinate of the world point. | 
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| 305 | * @param[out] x_o The x-coordinate of the point in local coordinates. | 
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| 306 | * @param[out] y_o The y-coordinate of the point in local coordinates. | 
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| 307 | **/ | 
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| 308 | void getLocalPoint(float x, float y, float &x_o, float &y_o); | 
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| 309 |  | 
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| 310 | /** | 
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| 311 | * Transforms a vector (x, y) from world coordinates | 
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| 312 | * to local coordinates. | 
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| 313 | * @param x The x-coordinate of the world vector. | 
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| 314 | * @param y The y-coordinate of the world vector. | 
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| 315 | * @param[out] x_o The x-coordinate of the vector in local coordinates. | 
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| 316 | * @param[out] y_o The y-coordinate of the vector in local coordinates. | 
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| 317 | **/ | 
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| 318 | void getLocalVector(float x, float y, float &x_o, float &y_o); | 
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| 319 |  | 
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| 320 | /** | 
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| 321 | * Transforms a series of points (x, y) from world coordinates | 
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| 322 | * to local coordinates. | 
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| 323 | **/ | 
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| 324 | int getLocalPoints(lua_State *L); | 
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| 325 |  | 
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| 326 | /** | 
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| 327 | * Gets the velocity on the Body for the given world point. | 
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| 328 | * @param x The x-coordinate of the world point. | 
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| 329 | * @param y The y-coordinate of the world point. | 
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| 330 | * @param[out] x_o The x-component of the velocity vector. | 
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| 331 | * @param[out] y_o The y-component of the velocity vector. | 
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| 332 | **/ | 
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| 333 | void getLinearVelocityFromWorldPoint(float x, float y, float &x_o, float &y_o); | 
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| 334 |  | 
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| 335 | /** | 
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| 336 | * Gets the velocity on the Body for the given local point. | 
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| 337 | * @param x The x-coordinate of the local point. | 
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| 338 | * @param y The y-coordinate of the local point. | 
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| 339 | * @param[out] x_o The x-component of the velocity vector. | 
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| 340 | * @param[out] y_o The y-component of the velocity vector. | 
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| 341 | **/ | 
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| 342 | void getLinearVelocityFromLocalPoint(float x, float y, float &x_o, float &y_o); | 
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| 343 |  | 
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| 344 | /** | 
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| 345 | * Returns true if the Body is a bullet, false otherwise. | 
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| 346 | **/ | 
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| 347 | bool isBullet() const; | 
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| 348 |  | 
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| 349 | /** | 
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| 350 | * Set whether this Body should be treated as a bullet. | 
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| 351 | * Bullets require more processing power than normal shapes. | 
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| 352 | **/ | 
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| 353 | void setBullet(bool bullet); | 
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| 354 |  | 
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| 355 | /** | 
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| 356 | * Checks whether a Body is active or not. An inactive body | 
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| 357 | * cannot be interacted with. | 
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| 358 | **/ | 
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| 359 | bool isActive() const; | 
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| 360 |  | 
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| 361 | /** | 
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| 362 | * Checks whether a Body is awake or not. A Body | 
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| 363 | * will fall to sleep if nothing happens to it for while. | 
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| 364 | **/ | 
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| 365 | bool isAwake() const; | 
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| 366 |  | 
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| 367 | /** | 
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| 368 | * Controls whether this Body should be allowed to sleep. | 
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| 369 | **/ | 
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| 370 | void setSleepingAllowed(bool allow); | 
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| 371 | bool isSleepingAllowed() const; | 
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| 372 |  | 
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| 373 | /** | 
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| 374 | * Changes the body's active state. | 
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| 375 | **/ | 
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| 376 | void setActive(bool active); | 
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| 377 |  | 
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| 378 | /** | 
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| 379 | * Changes the body's sleep state. | 
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| 380 | **/ | 
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| 381 | void setAwake(bool awake); | 
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| 382 |  | 
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| 383 | void setFixedRotation(bool fixed); | 
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| 384 | bool isFixedRotation() const; | 
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| 385 |  | 
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| 386 | bool isTouching(Body *other) const; | 
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| 387 |  | 
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| 388 | /** | 
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| 389 | * Get the World this Body resides in. | 
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| 390 | */ | 
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| 391 | World *getWorld() const; | 
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| 392 |  | 
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| 393 | /** | 
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| 394 | * Get an array of all the Fixtures attached to this Body. | 
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| 395 | * @return An array of Fixtures. | 
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| 396 | **/ | 
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| 397 | int getFixtures(lua_State *L) const; | 
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| 398 |  | 
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| 399 | /** | 
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| 400 | * Get an array of all Joints attached to this Body. | 
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| 401 | **/ | 
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| 402 | int getJoints(lua_State *L) const; | 
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| 403 |  | 
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| 404 | /** | 
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| 405 | * Get an array of all active Contacts attached to this Body. | 
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| 406 | * This list changes during World:update and you may miss some collisions | 
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| 407 | * if you don't use the collision callbacks. | 
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| 408 | **/ | 
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| 409 | int getContacts(lua_State *L) const; | 
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| 410 |  | 
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| 411 | /** | 
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| 412 | * Destroy this body. | 
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| 413 | **/ | 
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| 414 | void destroy(); | 
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| 415 |  | 
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| 416 | /** | 
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| 417 | * This function stores an in-C reference to | 
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| 418 | * arbitrary Lua data in the Box2D Body object. | 
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| 419 | **/ | 
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| 420 | int setUserData(lua_State *L); | 
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| 421 |  | 
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| 422 | /** | 
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| 423 | * Gets the data set with setData. If no | 
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| 424 | * data is set, nil is returned. | 
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| 425 | **/ | 
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| 426 | int getUserData(lua_State *L); | 
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| 427 |  | 
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| 428 | private: | 
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| 429 |  | 
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| 430 | // FIXME: This should be a weak reference, rather than being completely | 
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| 431 | // unowned? | 
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| 432 | World *world; | 
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| 433 |  | 
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| 434 | bodyudata *udata; | 
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| 435 |  | 
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| 436 | }; // Body | 
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| 437 |  | 
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| 438 | } // box2d | 
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| 439 | } // physics | 
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| 440 | } // love | 
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| 441 |  | 
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| 442 | #endif // LOVE_PHYSICS_BOX2D_BODY_H | 
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| 443 |  | 
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