| 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_EDGE_SHAPE_H |
| 20 | #define B2_EDGE_SHAPE_H |
| 21 | |
| 22 | #include <Box2D/Collision/Shapes/b2Shape.h> |
| 23 | |
| 24 | /// A line segment (edge) shape. These can be connected in chains or loops |
| 25 | /// to other edge shapes. The connectivity information is used to ensure |
| 26 | /// correct contact normals. |
| 27 | class b2EdgeShape : public b2Shape |
| 28 | { |
| 29 | public: |
| 30 | b2EdgeShape(); |
| 31 | |
| 32 | /// Set this as an isolated edge. |
| 33 | void Set(const b2Vec2& v1, const b2Vec2& v2); |
| 34 | |
| 35 | /// Implement b2Shape. |
| 36 | b2Shape* Clone(b2BlockAllocator* allocator) const; |
| 37 | |
| 38 | /// @see b2Shape::GetChildCount |
| 39 | int32 GetChildCount() const; |
| 40 | |
| 41 | /// @see b2Shape::TestPoint |
| 42 | bool TestPoint(const b2Transform& transform, const b2Vec2& p) const; |
| 43 | |
| 44 | /// Implement b2Shape. |
| 45 | bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, |
| 46 | const b2Transform& transform, int32 childIndex) const; |
| 47 | |
| 48 | /// @see b2Shape::ComputeAABB |
| 49 | void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const; |
| 50 | |
| 51 | /// @see b2Shape::ComputeMass |
| 52 | void ComputeMass(b2MassData* massData, float32 density) const; |
| 53 | |
| 54 | /// These are the edge vertices |
| 55 | b2Vec2 m_vertex1, m_vertex2; |
| 56 | |
| 57 | /// Optional adjacent vertices. These are used for smooth collision. |
| 58 | b2Vec2 m_vertex0, m_vertex3; |
| 59 | bool m_hasVertex0, m_hasVertex3; |
| 60 | }; |
| 61 | |
| 62 | inline b2EdgeShape::b2EdgeShape() |
| 63 | { |
| 64 | m_type = e_edge; |
| 65 | m_radius = b2_polygonRadius; |
| 66 | m_vertex0.x = 0.0f; |
| 67 | m_vertex0.y = 0.0f; |
| 68 | m_vertex3.x = 0.0f; |
| 69 | m_vertex3.y = 0.0f; |
| 70 | m_hasVertex0 = false; |
| 71 | m_hasVertex3 = false; |
| 72 | } |
| 73 | |
| 74 | #endif |
| 75 | |