Box2D
2.3.0
A 2D Physics Engine for Games
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Contacts
b2EdgeAndPolygonContact.h
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_EDGE_AND_POLYGON_CONTACT_H
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#define B2_EDGE_AND_POLYGON_CONTACT_H
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#include <Box2D/Dynamics/Contacts/b2Contact.h>
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class
b2BlockAllocator
;
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class
b2EdgeAndPolygonContact :
public
b2Contact
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{
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public
:
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static
b2Contact
* Create(
b2Fixture
* fixtureA, int32 indexA,
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b2Fixture
* fixtureB, int32 indexB,
b2BlockAllocator
* allocator);
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static
void
Destroy(
b2Contact
* contact,
b2BlockAllocator
* allocator);
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b2EdgeAndPolygonContact(
b2Fixture
* fixtureA,
b2Fixture
* fixtureB);
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~b2EdgeAndPolygonContact() {}
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void
Evaluate
(
b2Manifold
* manifold,
const
b2Transform
& xfA,
const
b2Transform
& xfB);
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};
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#endif
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