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.
27class b2EdgeShape : public b2Shape
28{
29public:
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
62inline 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