Box2D
2.3.0
A 2D Physics Engine for Games
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#include <b2EdgeShape.h>
Public Member Functions | |
void | Set (const b2Vec2 &v1, const b2Vec2 &v2) |
Set this as an isolated edge. | |
b2Shape * | Clone (b2BlockAllocator *allocator) const |
Implement b2Shape. | |
int32 | GetChildCount () const |
bool | TestPoint (const b2Transform &transform, const b2Vec2 &p) const |
bool | RayCast (b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const |
Implement b2Shape. | |
void | ComputeAABB (b2AABB *aabb, const b2Transform &transform, int32 childIndex) const |
void | ComputeMass (b2MassData *massData, float32 density) const |
Public Member Functions inherited from b2Shape | |
Type | GetType () const |
Public Attributes | |
b2Vec2 | m_vertex1 |
These are the edge vertices. | |
b2Vec2 | m_vertex2 |
b2Vec2 | m_vertex0 |
Optional adjacent vertices. These are used for smooth collision. | |
b2Vec2 | m_vertex3 |
bool | m_hasVertex0 |
bool | m_hasVertex3 |
Public Attributes inherited from b2Shape | |
Type | m_type |
float32 | m_radius |
Additional Inherited Members | |
Public Types inherited from b2Shape | |
enum | Type { e_circle = 0, e_edge = 1, e_polygon = 2, e_chain = 3, e_typeCount = 4 } |
A line segment (edge) shape. These can be connected in chains or loops to other edge shapes. The connectivity information is used to ensure correct contact normals.
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virtual |
Implements b2Shape.
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virtual |
Implements b2Shape.
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virtual |
Implements b2Shape.
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virtual |
Implements b2Shape.