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 | |
19 | #ifndef B2_SHAPE_H |
20 | #define B2_SHAPE_H |
21 | |
22 | #include <Box2D/Common/b2BlockAllocator.h> |
23 | #include <Box2D/Common/b2Math.h> |
24 | #include <Box2D/Collision/b2Collision.h> |
25 | |
26 | /// This holds the mass data computed for a shape. |
27 | struct b2MassData |
28 | { |
29 | /// The mass of the shape, usually in kilograms. |
30 | float32 mass; |
31 | |
32 | /// The position of the shape's centroid relative to the shape's origin. |
33 | b2Vec2 center; |
34 | |
35 | /// The rotational inertia of the shape about the local origin. |
36 | float32 I; |
37 | }; |
38 | |
39 | /// A shape is used for collision detection. You can create a shape however you like. |
40 | /// Shapes used for simulation in b2World are created automatically when a b2Fixture |
41 | /// is created. Shapes may encapsulate a one or more child shapes. |
42 | class b2Shape |
43 | { |
44 | public: |
45 | |
46 | enum Type |
47 | { |
48 | e_circle = 0, |
49 | e_edge = 1, |
50 | e_polygon = 2, |
51 | e_chain = 3, |
52 | e_typeCount = 4 |
53 | }; |
54 | |
55 | virtual ~b2Shape() {} |
56 | |
57 | /// Clone the concrete shape using the provided allocator. |
58 | virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0; |
59 | |
60 | /// Get the type of this shape. You can use this to down cast to the concrete shape. |
61 | /// @return the shape type. |
62 | Type GetType() const; |
63 | |
64 | /// Get the number of child primitives. |
65 | virtual int32 GetChildCount() const = 0; |
66 | |
67 | /// Test a point for containment in this shape. This only works for convex shapes. |
68 | /// @param xf the shape world transform. |
69 | /// @param p a point in world coordinates. |
70 | virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0; |
71 | |
72 | /// Cast a ray against a child shape. |
73 | /// @param output the ray-cast results. |
74 | /// @param input the ray-cast input parameters. |
75 | /// @param transform the transform to be applied to the shape. |
76 | /// @param childIndex the child shape index |
77 | virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, |
78 | const b2Transform& transform, int32 childIndex) const = 0; |
79 | |
80 | /// Given a transform, compute the associated axis aligned bounding box for a child shape. |
81 | /// @param aabb returns the axis aligned box. |
82 | /// @param xf the world transform of the shape. |
83 | /// @param childIndex the child shape |
84 | virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0; |
85 | |
86 | /// Compute the mass properties of this shape using its dimensions and density. |
87 | /// The inertia tensor is computed about the local origin. |
88 | /// @param massData returns the mass data for this shape. |
89 | /// @param density the density in kilograms per meter squared. |
90 | virtual void ComputeMass(b2MassData* massData, float32 density) const = 0; |
91 | |
92 | Type m_type; |
93 | float32 m_radius; |
94 | }; |
95 | |
96 | inline b2Shape::Type b2Shape::GetType() const |
97 | { |
98 | return m_type; |
99 | } |
100 | |
101 | #endif |
102 | |