b2Shape.h 3.4 KB

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  1. /*
  2. * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
  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. * Permission is granted to anyone to use this software for any purpose,
  8. * including commercial applications, and to alter it and redistribute it
  9. * freely, subject to the following restrictions:
  10. * 1. The origin of this software must not be misrepresented; you must not
  11. * claim that you wrote the original software. If you use this software
  12. * in a product, an acknowledgment in the product documentation would be
  13. * appreciated but is not required.
  14. * 2. Altered source versions must be plainly marked as such, and must not be
  15. * misrepresented as being the original software.
  16. * 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #ifndef B2_SHAPE_H
  19. #define B2_SHAPE_H
  20. #include <Box2D/Common/b2BlockAllocator.h>
  21. #include <Box2D/Common/b2Math.h>
  22. #include <Box2D/Collision/b2Collision.h>
  23. /// This holds the mass data computed for a shape.
  24. struct b2MassData
  25. {
  26. /// The mass of the shape, usually in kilograms.
  27. float32 mass;
  28. /// The position of the shape's centroid relative to the shape's origin.
  29. b2Vec2 center;
  30. /// The rotational inertia of the shape about the local origin.
  31. float32 I;
  32. };
  33. /// A shape is used for collision detection. You can create a shape however you like.
  34. /// Shapes used for simulation in b2World are created automatically when a b2Fixture
  35. /// is created. Shapes may encapsulate a one or more child shapes.
  36. class b2Shape
  37. {
  38. public:
  39. enum Type
  40. {
  41. e_circle = 0,
  42. e_edge = 1,
  43. e_polygon = 2,
  44. e_chain = 3,
  45. e_typeCount = 4
  46. };
  47. virtual ~b2Shape() {}
  48. /// Clone the concrete shape using the provided allocator.
  49. virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
  50. /// Get the type of this shape. You can use this to down cast to the concrete shape.
  51. /// @return the shape type.
  52. Type GetType() const;
  53. /// Get the number of child primitives.
  54. virtual int32 GetChildCount() const = 0;
  55. /// Test a point for containment in this shape. This only works for convex shapes.
  56. /// @param xf the shape world transform.
  57. /// @param p a point in world coordinates.
  58. virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
  59. /// Cast a ray against a child shape.
  60. /// @param output the ray-cast results.
  61. /// @param input the ray-cast input parameters.
  62. /// @param transform the transform to be applied to the shape.
  63. /// @param childIndex the child shape index
  64. virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
  65. const b2Transform& transform, int32 childIndex) const = 0;
  66. /// Given a transform, compute the associated axis aligned bounding box for a child shape.
  67. /// @param aabb returns the axis aligned box.
  68. /// @param xf the world transform of the shape.
  69. /// @param childIndex the child shape
  70. virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0;
  71. /// Compute the mass properties of this shape using its dimensions and density.
  72. /// The inertia tensor is computed about the local origin.
  73. /// @param massData returns the mass data for this shape.
  74. /// @param density the density in kilograms per meter squared.
  75. virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
  76. Type m_type;
  77. float32 m_radius;
  78. };
  79. inline b2Shape::Type b2Shape::GetType() const
  80. {
  81. return m_type;
  82. }
  83. #endif