Box2D
2.3.0
A 2D Physics Engine for Games
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Collision
b2TimeOfImpact.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_TIME_OF_IMPACT_H
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#define B2_TIME_OF_IMPACT_H
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#include <Box2D/Common/b2Math.h>
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#include <Box2D/Collision/b2Distance.h>
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struct
b2TOIInput
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{
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b2DistanceProxy proxyA;
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b2DistanceProxy proxyB;
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b2Sweep sweepA;
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b2Sweep sweepB;
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float32 tMax;
// defines sweep interval [0, tMax]
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};
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// Output parameters for b2TimeOfImpact.
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struct
b2TOIOutput
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{
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enum
State
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{
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e_unknown,
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e_failed,
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e_overlapped,
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e_touching,
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e_separated
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};
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State state;
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float32 t;
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};
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void
b2TimeOfImpact(b2TOIOutput* output,
const
b2TOIInput* input);
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#endif
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