Box2D
2.3.0
A 2D Physics Engine for Games
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b2Shape.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_SHAPE_H
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#define B2_SHAPE_H
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#include <Box2D/Common/b2BlockAllocator.h>
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#include <Box2D/Common/b2Math.h>
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#include <
Box2D/Collision/b2Collision.h
>
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struct
b2MassData
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{
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float32
mass
;
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b2Vec2
center
;
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float32
I
;
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};
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class
b2Shape
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{
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public
:
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enum
Type
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{
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e_circle = 0,
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e_edge = 1,
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e_polygon = 2,
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e_chain = 3,
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e_typeCount = 4
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};
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virtual
~
b2Shape
() {}
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virtual
b2Shape
*
Clone
(
b2BlockAllocator
* allocator)
const
= 0;
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Type
GetType
()
const
;
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virtual
int32
GetChildCount
()
const
= 0;
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virtual
bool
TestPoint
(
const
b2Transform
& xf,
const
b2Vec2
& p)
const
= 0;
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virtual
bool
RayCast
(
b2RayCastOutput
* output,
const
b2RayCastInput
& input,
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const
b2Transform
& transform, int32 childIndex)
const
= 0;
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virtual
void
ComputeAABB
(
b2AABB
* aabb,
const
b2Transform
& xf, int32 childIndex)
const
= 0;
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virtual
void
ComputeMass
(
b2MassData
* massData, float32 density)
const
= 0;
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Type m_type;
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float32 m_radius;
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};
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inline
b2Shape::Type
b2Shape::GetType
()
const
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{
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return
m_type;
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}
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#endif
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