Box2D: /build/box2d/src/box2d-adaedf1772ede7420bc9ee569c8cba7952db91a0/include/box2d/b2_edge_shape.h Source File

| Box2D 2.4.0 A 2D physics engine for games

b2_edge_shape.h
1 // MIT License
2
3 // Copyright (c) 2019 Erin Catto
4
5 // Permission is hereby granted, free of charge, to any person obtaining a copy
6 // of this software and associated documentation files (the "Software"), to deal
7 // in the Software without restriction, including without limitation the rights
8 // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 // copies of the Software, and to permit persons to whom the Software is
10 // furnished to do so, subject to the following conditions:
11
12 // The above copyright notice and this permission notice shall be included in all
13 // copies or substantial portions of the Software.
14
15 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 // SOFTWARE.
22
23 #ifndef B2_EDGE_SHAPE_H
24 #define B2_EDGE_SHAPE_H
25
26 #include "b2_api.h"
27 #include "b2_shape.h"
28
32 class B2_API b2EdgeShape : public b2Shape
33 {
34 public:
35 b2EdgeShape();
36
41 void SetOneSided(const b2Vec2& v0, const b2Vec2& v1,const b2Vec2& v2, const b2Vec2& v3);
42
44 void SetTwoSided(const b2Vec2& v1, const b2Vec2& v2);
45
47 b2Shape* Clone(b2BlockAllocator* allocator) const override;
48
50 int32 GetChildCount() const override;
51
53 bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
54
56 bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
57 const b2Transform& transform, int32 childIndex) const override;
58
60 void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
61
63 void ComputeMass(b2MassData* massData, float density) const override;
64
66 b2Vec2 m_vertex1, m_vertex2;
67
69 b2Vec2 m_vertex0, m_vertex3;
70
72 bool m_oneSided;
73 };
74
75 inline b2EdgeShape::b2EdgeShape()
76 {
77 m_type = e_edge;
78 m_radius = b2_polygonRadius;
79 m_vertex0.x = 0.0f;
80 m_vertex0.y = 0.0f;
81 m_vertex3.x = 0.0f;
82 m_vertex3.y = 0.0f;
83 m_oneSided = false;
84 }
85
86 #endif
b2Vec2
A 2D column vector.
Definition: b2_math.h:42
b2EdgeShape
Definition: b2_edge_shape.h:33
b2EdgeShape::ComputeAABB
void ComputeAABB(b2AABB *aabb, const b2Transform &transform, int32 childIndex) const override
b2RayCastInput
Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
Definition: b2_collision.h:154
b2Transform
Definition: b2_math.h:339
b2EdgeShape::m_vertex0
b2Vec2 m_vertex0
Optional adjacent vertices. These are used for smooth collision.
Definition: b2_edge_shape.h:69
b2EdgeShape::m_oneSided
bool m_oneSided
Uses m_vertex0 and m_vertex3 to create smooth collision.
Definition: b2_edge_shape.h:72
b2Shape::m_radius
float m_radius
Definition: b2_shape.h:102
b2_polygonRadius
#define b2_polygonRadius
Definition: b2_settings.h:85
b2EdgeShape::RayCast
bool RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const override
Implement b2Shape.
b2EdgeShape::m_vertex1
b2Vec2 m_vertex1
These are the edge vertices.
Definition: b2_edge_shape.h:66
b2AABB
An axis aligned bounding box.
Definition: b2_collision.h:169
b2BlockAllocator
Definition: b2_block_allocator.h:38
b2EdgeShape::Clone
b2Shape * Clone(b2BlockAllocator *allocator) const override
Implement b2Shape.
b2EdgeShape::ComputeMass
void ComputeMass(b2MassData *massData, float density) const override
b2Shape
Definition: b2_shape.h:49
b2EdgeShape::GetChildCount
int32 GetChildCount() const override
b2MassData
This holds the mass data computed for a shape.
Definition: b2_shape.h:34
b2EdgeShape::SetTwoSided
void SetTwoSided(const b2Vec2 &v1, const b2Vec2 &v2)
Set this as an isolated edge. Collision is two-sided.
b2RayCastOutput
Definition: b2_collision.h:162
b2EdgeShape::SetOneSided
void SetOneSided(const b2Vec2 &v0, const b2Vec2 &v1, const b2Vec2 &v2, const b2Vec2 &v3)
b2EdgeShape::TestPoint
bool TestPoint(const b2Transform &transform, const b2Vec2 &p) const override