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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 
b2EdgeShape()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