// // Copyright (c) 2008-2014 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 "CollisionShape2D.h" namespace Urho3D { /// 2D box collision component. class URHO3D_API CollisionBox2D : public CollisionShape2D { OBJECT(CollisionBox2D); public: /// Construct. CollisionBox2D(Context* scontext); /// Destruct. virtual ~CollisionBox2D(); /// Register object factory. static void RegisterObject(Context* context); /// Set size. void SetSize(const Vector2& size); /// Set size. void SetSize(float width, float height); /// Set center. void SetCenter(const Vector2& center); /// Set center. void SetCenter(float x, float y); /// Set angle. void SetAngle(float angle); /// Return size. const Vector2& GetSize() const { return size_; } /// Return center. const Vector2& GetCenter() const { return center_; } /// Return angle. float GetAngle() const { return angle_; } private: /// Apply node world scale. virtual void ApplyNodeWorldScale(); /// Recreate fixture. void RecreateFixture(); /// Box shape. b2PolygonShape boxShape_; /// Size. Vector2 size_; /// Center Vector2 center_; /// Angle. float angle_; }; }