1 | /* |
2 | * Copyright (c) 2006-2010 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 | |
19 | #ifndef B2_CHAIN_SHAPE_H |
20 | #define B2_CHAIN_SHAPE_H |
21 | |
22 | #include <Box2D/Collision/Shapes/b2Shape.h> |
23 | |
24 | class b2EdgeShape; |
25 | |
26 | /// A chain shape is a free form sequence of line segments. |
27 | /// The chain has two-sided collision, so you can use inside and outside collision. |
28 | /// Therefore, you may use any winding order. |
29 | /// Since there may be many vertices, they are allocated using b2Alloc. |
30 | /// Connectivity information is used to create smooth collisions. |
31 | /// WARNING: The chain will not collide properly if there are self-intersections. |
32 | class b2ChainShape : public b2Shape |
33 | { |
34 | public: |
35 | b2ChainShape(); |
36 | |
37 | /// The destructor frees the vertices using b2Free. |
38 | ~b2ChainShape(); |
39 | |
40 | /// Clear all data. |
41 | void Clear(); |
42 | |
43 | /// Create a loop. This automatically adjusts connectivity. |
44 | /// @param vertices an array of vertices, these are copied |
45 | /// @param count the vertex count |
46 | void CreateLoop(const b2Vec2* vertices, int32 count); |
47 | |
48 | /// Create a chain with isolated end vertices. |
49 | /// @param vertices an array of vertices, these are copied |
50 | /// @param count the vertex count |
51 | void CreateChain(const b2Vec2* vertices, int32 count); |
52 | |
53 | /// Establish connectivity to a vertex that precedes the first vertex. |
54 | /// Don't call this for loops. |
55 | void SetPrevVertex(const b2Vec2& prevVertex); |
56 | |
57 | /// Establish connectivity to a vertex that follows the last vertex. |
58 | /// Don't call this for loops. |
59 | void SetNextVertex(const b2Vec2& nextVertex); |
60 | |
61 | /// Implement b2Shape. Vertices are cloned using b2Alloc. |
62 | b2Shape* Clone(b2BlockAllocator* allocator) const; |
63 | |
64 | /// @see b2Shape::GetChildCount |
65 | int32 GetChildCount() const; |
66 | |
67 | /// Get a child edge. |
68 | void GetChildEdge(b2EdgeShape* edge, int32 index) const; |
69 | |
70 | /// This always return false. |
71 | /// @see b2Shape::TestPoint |
72 | bool TestPoint(const b2Transform& transform, const b2Vec2& p) const; |
73 | |
74 | /// Implement b2Shape. |
75 | bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, |
76 | const b2Transform& transform, int32 childIndex) const; |
77 | |
78 | /// @see b2Shape::ComputeAABB |
79 | void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const; |
80 | |
81 | /// Chains have zero mass. |
82 | /// @see b2Shape::ComputeMass |
83 | void ComputeMass(b2MassData* massData, float32 density) const; |
84 | |
85 | /// The vertices. Owned by this class. |
86 | b2Vec2* m_vertices; |
87 | |
88 | /// The vertex count. |
89 | int32 m_count; |
90 | |
91 | b2Vec2 m_prevVertex, m_nextVertex; |
92 | bool m_hasPrevVertex, m_hasNextVertex; |
93 | }; |
94 | |
95 | inline b2ChainShape::b2ChainShape() |
96 | { |
97 | m_type = e_chain; |
98 | m_radius = b2_polygonRadius; |
99 | m_vertices = NULL; |
100 | m_count = 0; |
101 | m_hasPrevVertex = false; |
102 | m_hasNextVertex = false; |
103 | } |
104 | |
105 | #endif |
106 | |