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_WORLD_H |
22 | #define LOVE_PHYSICS_BOX2D_WORLD_H |
23 | |
24 | // LOVE |
25 | #include "common/Object.h" |
26 | #include "common/runtime.h" |
27 | #include "common/Reference.h" |
28 | |
29 | // STD |
30 | #include <vector> |
31 | #include <unordered_map> |
32 | |
33 | // Box2D |
34 | #include <Box2D/Box2D.h> |
35 | |
36 | namespace love |
37 | { |
38 | namespace physics |
39 | { |
40 | namespace box2d |
41 | { |
42 | |
43 | class Contact; |
44 | class Body; |
45 | class Fixture; |
46 | class Joint; |
47 | |
48 | /** |
49 | * The World is the "God" container class, |
50 | * which contains all Bodies and Joints. Shapes |
51 | * are contained in their associated Body. |
52 | * |
53 | * Bodies in different worlds can obviously not |
54 | * collide. |
55 | * |
56 | * The world also controls global parameters, like |
57 | * gravity. |
58 | **/ |
59 | class World : public Object, public b2ContactListener, public b2ContactFilter, public b2DestructionListener |
60 | { |
61 | public: |
62 | |
63 | // Friends. |
64 | friend class Joint; |
65 | friend class DistanceJoint; |
66 | friend class MouseJoint; |
67 | friend class Body; |
68 | friend class Fixture; |
69 | |
70 | static love::Type type; |
71 | |
72 | class ContactCallback |
73 | { |
74 | public: |
75 | Reference *ref; |
76 | lua_State *L; |
77 | World *world; |
78 | ContactCallback(World *world); |
79 | ~ContactCallback(); |
80 | void process(b2Contact *contact, const b2ContactImpulse *impulse = NULL); |
81 | }; |
82 | |
83 | class ContactFilter |
84 | { |
85 | public: |
86 | Reference *ref; |
87 | lua_State *L; |
88 | ContactFilter(); |
89 | ~ContactFilter(); |
90 | bool process(Fixture *a, Fixture *b); |
91 | }; |
92 | |
93 | class QueryCallback : public b2QueryCallback |
94 | { |
95 | public: |
96 | QueryCallback(World *world, lua_State *L, int idx); |
97 | ~QueryCallback(); |
98 | virtual bool ReportFixture(b2Fixture *fixture); |
99 | private: |
100 | World *world; |
101 | lua_State *L; |
102 | int funcidx; |
103 | }; |
104 | |
105 | class RayCastCallback : public b2RayCastCallback |
106 | { |
107 | public: |
108 | RayCastCallback(World *world, lua_State *L, int idx); |
109 | ~RayCastCallback(); |
110 | virtual float32 ReportFixture(b2Fixture *fixture, const b2Vec2 &point, const b2Vec2 &normal, float32 fraction); |
111 | private: |
112 | World *world; |
113 | lua_State *L; |
114 | int funcidx; |
115 | }; |
116 | |
117 | /** |
118 | * Creates a new world. |
119 | **/ |
120 | World(); |
121 | |
122 | /** |
123 | * Creates a new world with the given gravity |
124 | * and whether or not the bodies should sleep when appropriate. |
125 | * @param gravity The gravity of the World. |
126 | * @param sleep True if the bodies should be able to sleep, |
127 | * false otherwise. |
128 | **/ |
129 | World(b2Vec2 gravity, bool sleep); |
130 | |
131 | virtual ~World(); |
132 | |
133 | /** |
134 | * Updates everything in the world one timestep. |
135 | * This is called update() and not step() to conform |
136 | * with all other objects in LOVE. |
137 | * @param dt The timestep. |
138 | **/ |
139 | void update(float dt); |
140 | void update(float dt, int velocityIterations, int positionIterations); |
141 | |
142 | // From b2ContactListener |
143 | void BeginContact(b2Contact *contact); |
144 | void EndContact(b2Contact *contact); |
145 | void PreSolve(b2Contact *contact, const b2Manifold *oldManifold); |
146 | void PostSolve(b2Contact *contact, const b2ContactImpulse *impulse); |
147 | |
148 | // From b2ContactFilter |
149 | bool ShouldCollide(b2Fixture *fixtureA, b2Fixture *fixtureB); |
150 | |
151 | // From b2DestructionListener |
152 | void SayGoodbye(b2Fixture *fixture); |
153 | void SayGoodbye(b2Joint *joint); |
154 | |
155 | /** |
156 | * Returns true if the Box2D world is alive. |
157 | **/ |
158 | bool isValid() const; |
159 | |
160 | /** |
161 | * Receives up to four Lua functions as arguments. Each function is |
162 | * collision callback for the four events (in order): begin, end, |
163 | * presolve and postsolve. The value "nil" is accepted if one or |
164 | * more events are uninteresting. |
165 | **/ |
166 | int setCallbacks(lua_State *L); |
167 | |
168 | /** |
169 | * Returns the functions previously set by setCallbacks. |
170 | **/ |
171 | int getCallbacks(lua_State *L); |
172 | |
173 | /** |
174 | * Updates the Lua thread/coroutine used when callbacks are executed in |
175 | * the update method. This should be called in the same Lua function which |
176 | * calls update(). |
177 | **/ |
178 | void setCallbacksL(lua_State *L); |
179 | |
180 | /** |
181 | * Sets the ContactFilter callback. |
182 | **/ |
183 | int setContactFilter(lua_State *L); |
184 | |
185 | /** |
186 | * Gets the ContactFilter callback. |
187 | **/ |
188 | int getContactFilter(lua_State *L); |
189 | |
190 | /** |
191 | * Sets the current gravity of the World. |
192 | * @param x Gravity in the x-direction. |
193 | * @param y Gravity in the y-direction. |
194 | **/ |
195 | void setGravity(float x, float y); |
196 | |
197 | /** |
198 | * Gets the current gravity. |
199 | * @returns Gravity in the x-direction. |
200 | * @returns Gravity in the y-direction. |
201 | **/ |
202 | int getGravity(lua_State *L); |
203 | |
204 | /** |
205 | * Translate the world origin. |
206 | * @param x The new world origin's x-coordinate relative to the old origin. |
207 | * @param y The new world origin's y-coordinate relative to the old origin. |
208 | **/ |
209 | void translateOrigin(float x, float y); |
210 | |
211 | /** |
212 | * Sets whether this World allows sleep. |
213 | * @param allow True to allow, false to disallow. |
214 | **/ |
215 | void setSleepingAllowed(bool allow); |
216 | |
217 | /** |
218 | * Returns whether this World allows sleep. |
219 | * @return True if allowed, false if disallowed. |
220 | **/ |
221 | bool isSleepingAllowed() const; |
222 | |
223 | /** |
224 | * Returns whether this World is currently locked. |
225 | * If it's locked, it's in the middle of a timestep. |
226 | * @return Whether the World is locked. |
227 | **/ |
228 | bool isLocked() const; |
229 | |
230 | /** |
231 | * Get the current body count. |
232 | * @return The number of bodies. |
233 | **/ |
234 | int getBodyCount() const; |
235 | |
236 | /** |
237 | * Get the current joint count. |
238 | * @return The number of joints. |
239 | **/ |
240 | int getJointCount() const; |
241 | |
242 | /** |
243 | * Get the current contact count. |
244 | * @return The number of contacts. |
245 | **/ |
246 | int getContactCount() const; |
247 | |
248 | /** |
249 | * Get an array of all the Bodies in the World. |
250 | * @return An array of Bodies. |
251 | **/ |
252 | int getBodies(lua_State *L) const; |
253 | |
254 | /** |
255 | * Get an array of all the Joints in the World. |
256 | * @return An array of Joints. |
257 | **/ |
258 | int getJoints(lua_State *L) const; |
259 | |
260 | /** |
261 | * Get an array of all the Contacts in the World. |
262 | * @return An array of Contacts. |
263 | **/ |
264 | int getContacts(lua_State *L); |
265 | |
266 | /** |
267 | * Gets the ground body. |
268 | * @return The ground body. |
269 | **/ |
270 | b2Body *getGroundBody() const; |
271 | |
272 | /** |
273 | * Gets all fixtures that overlap a given bounding box. |
274 | **/ |
275 | int queryBoundingBox(lua_State *L); |
276 | |
277 | /** |
278 | * Raycasts the World for all Fixtures in the path of the ray. |
279 | **/ |
280 | int rayCast(lua_State *L); |
281 | |
282 | /** |
283 | * Destroy this world. |
284 | **/ |
285 | void destroy(); |
286 | |
287 | void registerObject(void *b2object, love::Object *object); |
288 | void unregisterObject(void *b2object); |
289 | love::Object *findObject(void *b2object) const; |
290 | |
291 | private: |
292 | |
293 | // Pointer to the Box2D world. |
294 | b2World *world; |
295 | |
296 | // Ground body |
297 | b2Body *groundBody; |
298 | |
299 | // The list of to be destructed bodies. |
300 | std::vector<Body *> destructBodies; |
301 | std::vector<Fixture *> destructFixtures; |
302 | std::vector<Joint *> destructJoints; |
303 | bool destructWorld; |
304 | |
305 | // Contact callbacks. |
306 | ContactCallback begin, end, presolve, postsolve; |
307 | ContactFilter filter; |
308 | |
309 | std::unordered_map<void *, love::Object *> box2dObjectMap; |
310 | |
311 | }; // World |
312 | |
313 | } // box2d |
314 | } // physics |
315 | } // love |
316 | |
317 | #endif // LOVE_PHYSICS_BOX2D_WORLD_H |
318 | |