| 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 "Physics.h" |
| 22 | |
| 23 | // LOVE |
| 24 | #include "common/math.h" |
| 25 | #include "wrap_Body.h" |
| 26 | |
| 27 | namespace love |
| 28 | { |
| 29 | namespace physics |
| 30 | { |
| 31 | namespace box2d |
| 32 | { |
| 33 | |
| 34 | // TODO: Make this not static. |
| 35 | float Physics::meter = Physics::DEFAULT_METER; |
| 36 | |
| 37 | Physics::Physics() |
| 38 | { |
| 39 | meter = DEFAULT_METER; |
| 40 | } |
| 41 | |
| 42 | Physics::~Physics() |
| 43 | { |
| 44 | } |
| 45 | |
| 46 | const char *Physics::getName() const |
| 47 | { |
| 48 | return "love.physics.box2d" ; |
| 49 | } |
| 50 | |
| 51 | World *Physics::newWorld(float gx, float gy, bool sleep) |
| 52 | { |
| 53 | return new World(b2Vec2(gx, gy), sleep); |
| 54 | } |
| 55 | |
| 56 | Body *Physics::newBody(World *world, float x, float y, Body::Type type) |
| 57 | { |
| 58 | return new Body(world, b2Vec2(x, y), type); |
| 59 | } |
| 60 | |
| 61 | Body *Physics::newBody(World *world, Body::Type type) |
| 62 | { |
| 63 | return new Body(world, b2Vec2(0, 0), type); |
| 64 | } |
| 65 | |
| 66 | CircleShape *Physics::newCircleShape(float radius) |
| 67 | { |
| 68 | return newCircleShape(0, 0, radius); |
| 69 | } |
| 70 | |
| 71 | CircleShape *Physics::newCircleShape(float x, float y, float radius) |
| 72 | { |
| 73 | b2CircleShape *s = new b2CircleShape(); |
| 74 | s->m_p = Physics::scaleDown(b2Vec2(x, y)); |
| 75 | s->m_radius = Physics::scaleDown(radius); |
| 76 | return new CircleShape(s); |
| 77 | } |
| 78 | |
| 79 | PolygonShape *Physics::newRectangleShape(float w, float h) |
| 80 | { |
| 81 | return newRectangleShape(0, 0, w, h, 0); |
| 82 | } |
| 83 | |
| 84 | PolygonShape *Physics::newRectangleShape(float x, float y, float w, float h) |
| 85 | { |
| 86 | return newRectangleShape(x, y, w, h, 0); |
| 87 | } |
| 88 | |
| 89 | PolygonShape *Physics::newRectangleShape(float x, float y, float w, float h, float angle) |
| 90 | { |
| 91 | b2PolygonShape *s = new b2PolygonShape(); |
| 92 | s->SetAsBox(Physics::scaleDown(w/2.0f), Physics::scaleDown(h/2.0f), Physics::scaleDown(b2Vec2(x, y)), angle); |
| 93 | return new PolygonShape(s); |
| 94 | } |
| 95 | |
| 96 | EdgeShape *Physics::newEdgeShape(float x1, float y1, float x2, float y2) |
| 97 | { |
| 98 | b2EdgeShape *s = new b2EdgeShape(); |
| 99 | s->Set(Physics::scaleDown(b2Vec2(x1, y1)), Physics::scaleDown(b2Vec2(x2, y2))); |
| 100 | return new EdgeShape(s); |
| 101 | } |
| 102 | |
| 103 | int Physics::newPolygonShape(lua_State *L) |
| 104 | { |
| 105 | int argc = lua_gettop(L); |
| 106 | |
| 107 | bool istable = lua_istable(L, 1); |
| 108 | |
| 109 | if (istable) |
| 110 | argc = (int) luax_objlen(L, 1); |
| 111 | |
| 112 | if (argc % 2 != 0) |
| 113 | return luaL_error(L, "Number of vertex components must be a multiple of two." ); |
| 114 | |
| 115 | // 3 to 8 (b2_maxPolygonVertices) vertices |
| 116 | int vcount = argc / 2; |
| 117 | if (vcount < 3) |
| 118 | return luaL_error(L, "Expected a minimum of 3 vertices, got %d." , vcount); |
| 119 | else if (vcount > b2_maxPolygonVertices) |
| 120 | return luaL_error(L, "Expected a maximum of %d vertices, got %d." , b2_maxPolygonVertices, vcount); |
| 121 | |
| 122 | b2Vec2 vecs[b2_maxPolygonVertices]; |
| 123 | |
| 124 | if (istable) |
| 125 | { |
| 126 | for (int i = 0; i < vcount; i++) |
| 127 | { |
| 128 | lua_rawgeti(L, 1, 1 + i * 2); |
| 129 | lua_rawgeti(L, 1, 2 + i * 2); |
| 130 | float x = (float)luaL_checknumber(L, -2); |
| 131 | float y = (float)luaL_checknumber(L, -1); |
| 132 | vecs[i] = Physics::scaleDown(b2Vec2(x, y)); |
| 133 | lua_pop(L, 2); |
| 134 | } |
| 135 | } |
| 136 | else |
| 137 | { |
| 138 | for (int i = 0; i < vcount; i++) |
| 139 | { |
| 140 | float x = (float)luaL_checknumber(L, 1 + i * 2); |
| 141 | float y = (float)luaL_checknumber(L, 2 + i * 2); |
| 142 | vecs[i] = Physics::scaleDown(b2Vec2(x, y)); |
| 143 | } |
| 144 | } |
| 145 | |
| 146 | b2PolygonShape *s = new b2PolygonShape(); |
| 147 | |
| 148 | try |
| 149 | { |
| 150 | s->Set(vecs, vcount); |
| 151 | } |
| 152 | catch (love::Exception &) |
| 153 | { |
| 154 | delete s; |
| 155 | throw; |
| 156 | } |
| 157 | |
| 158 | PolygonShape *p = new PolygonShape(s); |
| 159 | luax_pushtype(L, p); |
| 160 | p->release(); |
| 161 | return 1; |
| 162 | } |
| 163 | |
| 164 | int Physics::newChainShape(lua_State *L) |
| 165 | { |
| 166 | int argc = lua_gettop(L)-1; // first argument is looping |
| 167 | |
| 168 | bool istable = lua_istable(L, 2); |
| 169 | |
| 170 | if (istable) |
| 171 | argc = (int) luax_objlen(L, 2); |
| 172 | |
| 173 | if (argc % 2 != 0) |
| 174 | return luaL_error(L, "Number of vertex components must be a multiple of two." ); |
| 175 | |
| 176 | int vcount = argc/2; |
| 177 | bool loop = luax_checkboolean(L, 1); |
| 178 | b2Vec2 *vecs = new b2Vec2[vcount]; |
| 179 | |
| 180 | if (istable) |
| 181 | { |
| 182 | for (int i = 0; i < vcount; i++) |
| 183 | { |
| 184 | lua_rawgeti(L, 2, 1 + i * 2); |
| 185 | lua_rawgeti(L, 2, 2 + i * 2); |
| 186 | float x = (float)lua_tonumber(L, -2); |
| 187 | float y = (float)lua_tonumber(L, -1); |
| 188 | vecs[i] = Physics::scaleDown(b2Vec2(x, y)); |
| 189 | lua_pop(L, 2); |
| 190 | } |
| 191 | } |
| 192 | else |
| 193 | { |
| 194 | for (int i = 0; i < vcount; i++) |
| 195 | { |
| 196 | float x = (float)luaL_checknumber(L, 2 + i * 2); |
| 197 | float y = (float)luaL_checknumber(L, 3 + i * 2); |
| 198 | vecs[i] = Physics::scaleDown(b2Vec2(x, y)); |
| 199 | } |
| 200 | } |
| 201 | |
| 202 | b2ChainShape *s = new b2ChainShape(); |
| 203 | |
| 204 | try |
| 205 | { |
| 206 | if (loop) |
| 207 | s->CreateLoop(vecs, vcount); |
| 208 | else |
| 209 | s->CreateChain(vecs, vcount); |
| 210 | } |
| 211 | catch (love::Exception &) |
| 212 | { |
| 213 | delete[] vecs; |
| 214 | delete s; |
| 215 | throw; |
| 216 | } |
| 217 | |
| 218 | delete[] vecs; |
| 219 | |
| 220 | ChainShape *c = new ChainShape(s); |
| 221 | luax_pushtype(L, c); |
| 222 | c->release(); |
| 223 | return 1; |
| 224 | } |
| 225 | |
| 226 | DistanceJoint *Physics::newDistanceJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, bool collideConnected) |
| 227 | { |
| 228 | return new DistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected); |
| 229 | } |
| 230 | |
| 231 | MouseJoint *Physics::newMouseJoint(Body *body, float x, float y) |
| 232 | { |
| 233 | return new MouseJoint(body, x, y); |
| 234 | } |
| 235 | |
| 236 | RevoluteJoint *Physics::newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected) |
| 237 | { |
| 238 | return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected); |
| 239 | } |
| 240 | |
| 241 | RevoluteJoint *Physics::newRevoluteJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) |
| 242 | { |
| 243 | return new RevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle); |
| 244 | } |
| 245 | |
| 246 | PrismaticJoint *Physics::newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected) |
| 247 | { |
| 248 | return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected); |
| 249 | } |
| 250 | |
| 251 | PrismaticJoint *Physics::newPrismaticJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected, float referenceAngle) |
| 252 | { |
| 253 | return new PrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected, referenceAngle); |
| 254 | } |
| 255 | |
| 256 | PulleyJoint *Physics::newPulleyJoint(Body *body1, Body *body2, b2Vec2 groundAnchor1, b2Vec2 groundAnchor2, b2Vec2 anchor1, b2Vec2 anchor2, float ratio, bool collideConnected) |
| 257 | { |
| 258 | return new PulleyJoint(body1, body2, groundAnchor1, groundAnchor2, anchor1, anchor2, ratio, collideConnected); |
| 259 | } |
| 260 | |
| 261 | GearJoint *Physics::newGearJoint(Joint *joint1, Joint *joint2, float ratio, bool collideConnected) |
| 262 | { |
| 263 | return new GearJoint(joint1, joint2, ratio, collideConnected); |
| 264 | } |
| 265 | |
| 266 | FrictionJoint *Physics::newFrictionJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected) |
| 267 | { |
| 268 | return new FrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected); |
| 269 | } |
| 270 | |
| 271 | WeldJoint *Physics::newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected) |
| 272 | { |
| 273 | return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected); |
| 274 | } |
| 275 | |
| 276 | WeldJoint *Physics::newWeldJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, bool collideConnected, float referenceAngle) |
| 277 | { |
| 278 | return new WeldJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle); |
| 279 | } |
| 280 | |
| 281 | WheelJoint *Physics::newWheelJoint(Body *body1, Body *body2, float xA, float yA, float xB, float yB, float ax, float ay, bool collideConnected) |
| 282 | { |
| 283 | return new WheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected); |
| 284 | } |
| 285 | |
| 286 | RopeJoint *Physics::newRopeJoint(Body *body1, Body *body2, float x1, float y1, float x2, float y2, float maxLength, bool collideConnected) |
| 287 | { |
| 288 | return new RopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected); |
| 289 | } |
| 290 | |
| 291 | MotorJoint *Physics::newMotorJoint(Body *body1, Body *body2) |
| 292 | { |
| 293 | return new MotorJoint(body1, body2); |
| 294 | } |
| 295 | |
| 296 | MotorJoint *Physics::newMotorJoint(Body *body1, Body *body2, float correctionFactor, bool collideConnected) |
| 297 | { |
| 298 | return new MotorJoint(body1, body2, correctionFactor, collideConnected); |
| 299 | } |
| 300 | |
| 301 | |
| 302 | Fixture *Physics::newFixture(Body *body, Shape *shape, float density) |
| 303 | { |
| 304 | return new Fixture(body, shape, density); |
| 305 | } |
| 306 | |
| 307 | int Physics::getDistance(lua_State *L) |
| 308 | { |
| 309 | Fixture *fixtureA = luax_checktype<Fixture>(L, 1); |
| 310 | Fixture *fixtureB = luax_checktype<Fixture>(L, 2); |
| 311 | b2DistanceProxy pA, pB; |
| 312 | b2DistanceInput i; |
| 313 | b2DistanceOutput o; |
| 314 | b2SimplexCache c; |
| 315 | c.count = 0; |
| 316 | |
| 317 | luax_catchexcept(L, [&]() { |
| 318 | pA.Set(fixtureA->fixture->GetShape(), 0); |
| 319 | pB.Set(fixtureB->fixture->GetShape(), 0); |
| 320 | i.proxyA = pA; |
| 321 | i.proxyB = pB; |
| 322 | i.transformA = fixtureA->fixture->GetBody()->GetTransform(); |
| 323 | i.transformB = fixtureB->fixture->GetBody()->GetTransform(); |
| 324 | i.useRadii = true; |
| 325 | b2Distance(&o, &c, &i); |
| 326 | }); |
| 327 | |
| 328 | lua_pushnumber(L, Physics::scaleUp(o.distance)); |
| 329 | lua_pushnumber(L, Physics::scaleUp(o.pointA.x)); |
| 330 | lua_pushnumber(L, Physics::scaleUp(o.pointA.y)); |
| 331 | lua_pushnumber(L, Physics::scaleUp(o.pointB.x)); |
| 332 | lua_pushnumber(L, Physics::scaleUp(o.pointB.y)); |
| 333 | return 5; |
| 334 | } |
| 335 | |
| 336 | void Physics::setMeter(float scale) |
| 337 | { |
| 338 | if (scale < 1) throw love::Exception("Physics error: invalid meter" ); |
| 339 | Physics::meter = scale; |
| 340 | } |
| 341 | |
| 342 | float Physics::getMeter() |
| 343 | { |
| 344 | return meter; |
| 345 | } |
| 346 | |
| 347 | void Physics::scaleDown(float &x, float &y) |
| 348 | { |
| 349 | x /= meter; |
| 350 | y /= meter; |
| 351 | } |
| 352 | |
| 353 | void Physics::scaleUp(float &x, float &y) |
| 354 | { |
| 355 | x *= meter; |
| 356 | y *= meter; |
| 357 | } |
| 358 | |
| 359 | float Physics::scaleDown(float f) |
| 360 | { |
| 361 | return f/meter; |
| 362 | } |
| 363 | |
| 364 | float Physics::scaleUp(float f) |
| 365 | { |
| 366 | return f*meter; |
| 367 | } |
| 368 | |
| 369 | b2Vec2 Physics::scaleDown(const b2Vec2 &v) |
| 370 | { |
| 371 | b2Vec2 t = v; |
| 372 | scaleDown(t.x, t.y); |
| 373 | return t; |
| 374 | } |
| 375 | |
| 376 | b2Vec2 Physics::scaleUp(const b2Vec2 &v) |
| 377 | { |
| 378 | b2Vec2 t = v; |
| 379 | scaleUp(t.x, t.y); |
| 380 | return t; |
| 381 | } |
| 382 | |
| 383 | b2AABB Physics::scaleDown(const b2AABB &aabb) |
| 384 | { |
| 385 | b2AABB t; |
| 386 | t.lowerBound = scaleDown(aabb.lowerBound); |
| 387 | t.upperBound = scaleDown(aabb.upperBound); |
| 388 | return t; |
| 389 | } |
| 390 | |
| 391 | b2AABB Physics::scaleUp(const b2AABB &aabb) |
| 392 | { |
| 393 | b2AABB t; |
| 394 | t.lowerBound = scaleUp(aabb.lowerBound); |
| 395 | t.upperBound = scaleUp(aabb.upperBound); |
| 396 | return t; |
| 397 | } |
| 398 | |
| 399 | } // box2d |
| 400 | } // physics |
| 401 | } // love |
| 402 | |