// Copyright (c) 2008-2023 the Urho3D project // License: MIT #pragma once #include "../Physics2D/CollisionShape2D.h" namespace Urho3D { /// 2D box collision component. class URHO3D_API CollisionBox2D : public CollisionShape2D { URHO3D_OBJECT(CollisionBox2D, CollisionShape2D); public: /// Construct. explicit CollisionBox2D(Context* context); /// Destruct. ~CollisionBox2D() override; /// Register object factory. /// @nobind static void RegisterObject(Context* context); /// Set size. /// @property void SetSize(const Vector2& size); /// Set size. void SetSize(float width, float height); /// Set center. /// @property void SetCenter(const Vector2& center); /// Set center. void SetCenter(float x, float y); /// Set angle. /// @property void SetAngle(float angle); /// Return size. /// @property const Vector2& GetSize() const { return size_; } /// Return center. /// @property const Vector2& GetCenter() const { return center_; } /// Return angle. /// @property float GetAngle() const { return angle_; } private: /// Apply node world scale. void ApplyNodeWorldScale() override; /// Recreate fixture. void RecreateFixture(); /// Box shape. b2PolygonShape boxShape_; /// Size. Vector2 size_; /// Center. Vector2 center_; /// Angle. float angle_; }; }