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 | |