| 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 | |