1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 |
- /*
- * Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef B2_EDGE_SHAPE_H
- #define B2_EDGE_SHAPE_H
- #include <Box2D/Collision/Shapes/b2Shape.h>
- /// A line segment (edge) shape. These can be connected in chains or loops
- /// to other edge shapes. The connectivity information is used to ensure
- /// correct contact normals.
- class b2EdgeShape : public b2Shape
- {
- public:
- b2EdgeShape();
- /// Set this as an isolated edge.
- void Set(const b2Vec2& v1, const b2Vec2& v2);
- /// Implement b2Shape.
- b2Shape* Clone(b2BlockAllocator* allocator) const;
- /// @see b2Shape::GetChildCount
- int32 GetChildCount() const;
- /// @see b2Shape::TestPoint
- bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
- /// Implement b2Shape.
- bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
- const b2Transform& transform, int32 childIndex) const;
- /// @see b2Shape::ComputeAABB
- void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
- /// @see b2Shape::ComputeMass
- void ComputeMass(b2MassData* massData, float32 density) const;
-
- /// These are the edge vertices
- b2Vec2 m_vertex1, m_vertex2;
- /// Optional adjacent vertices. These are used for smooth collision.
- b2Vec2 m_vertex0, m_vertex3;
- bool m_hasVertex0, m_hasVertex3;
- };
- inline b2EdgeShape::b2EdgeShape()
- {
- m_type = e_edge;
- m_radius = b2_polygonRadius;
- m_vertex0.x = 0.0f;
- m_vertex0.y = 0.0f;
- m_vertex3.x = 0.0f;
- m_vertex3.y = 0.0f;
- m_hasVertex0 = false;
- m_hasVertex3 = false;
- }
- #endif
|