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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 
     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