// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "../Atomic2D/CollisionShape2D.h" namespace Atomic { /// 2D edge collision component. class ATOMIC_API CollisionEdge2D : public CollisionShape2D { ATOMIC_OBJECT(CollisionEdge2D, CollisionShape2D); public: /// Construct. CollisionEdge2D(Context* context); /// Destruct. virtual ~CollisionEdge2D(); /// Register object factory. static void RegisterObject(Context* context); /// Set vertex 1. void SetVertex1(const Vector2& vertex); /// Set vertex 2. void SetVertex2(const Vector2& vertex); /// Set vertices. void SetVertices(const Vector2& vertex1, const Vector2& vertex2); /// Return vertex 1. const Vector2& GetVertex1() const { return vertex1_; } /// Return vertex 2. const Vector2& GetVertex2() const { return vertex2_; } private: /// Apply node world scale. virtual void ApplyNodeWorldScale(); /// Recreate fixture. void RecreateFixture(); /// Edge shape. b2EdgeShape edgeShape_; /// Vertex 1. Vector2 vertex1_; /// Vertex 2. Vector2 vertex2_; }; }