Box2D
2.3.0
A 2D Physics Engine for Games
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b2EdgeShape.h
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/*
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* Copyright (c) 2006-2010 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_SHAPE_H
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#define B2_EDGE_SHAPE_H
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#include <Box2D/Collision/Shapes/b2Shape.h>
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class
b2EdgeShape
:
public
b2Shape
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{
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public
:
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b2EdgeShape
();
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void
Set
(
const
b2Vec2
& v1,
const
b2Vec2
& v2);
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b2Shape
*
Clone
(
b2BlockAllocator
* allocator)
const
;
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int32
GetChildCount
()
const
;
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bool
TestPoint
(
const
b2Transform
& transform,
const
b2Vec2
& p)
const
;
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bool
RayCast
(
b2RayCastOutput
* output,
const
b2RayCastInput
& input,
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const
b2Transform
& transform, int32 childIndex)
const
;
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void
ComputeAABB
(
b2AABB
* aabb,
const
b2Transform
& transform, int32 childIndex)
const
;
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void
ComputeMass
(
b2MassData
* massData, float32 density)
const
;
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b2Vec2
m_vertex1
, m_vertex2;
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b2Vec2
m_vertex0
, m_vertex3;
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bool
m_hasVertex0, m_hasVertex3;
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};
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inline
b2EdgeShape::b2EdgeShape()
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{
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m_type = e_edge;
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m_radius =
b2_polygonRadius
;
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m_vertex0
.x = 0.0f;
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m_vertex0
.y = 0.0f;
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m_vertex3.x = 0.0f;
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m_vertex3.y = 0.0f;
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m_hasVertex0 =
false
;
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m_hasVertex3 =
false
;
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}
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#endif
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