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      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