// Copyright (c) 2008-2023 the Urho3D project // License: MIT #pragma once #include "../Physics2D/CollisionShape2D.h" namespace Urho3D { /// 2D edge collision component. class URHO3D_API CollisionEdge2D : public CollisionShape2D { URHO3D_OBJECT(CollisionEdge2D, CollisionShape2D); public: /// Construct. explicit CollisionEdge2D(Context* context); /// Destruct. ~CollisionEdge2D() override; /// Register object factory. /// @nobind static void RegisterObject(Context* context); /// Set vertex 1. /// @property void SetVertex1(const Vector2& vertex); /// Set vertex 2. /// @property void SetVertex2(const Vector2& vertex); /// Set vertices. void SetVertices(const Vector2& vertex1, const Vector2& vertex2); /// Return vertex 1. /// @property const Vector2& GetVertex1() const { return vertex1_; } /// Return vertex 2. /// @property const Vector2& GetVertex2() const { return vertex2_; } private: /// Apply node world scale. void ApplyNodeWorldScale() override; /// Recreate fixture. void RecreateFixture(); /// Edge shape. b2EdgeShape edgeShape_; /// Vertex 1. Vector2 vertex1_; /// Vertex 2. Vector2 vertex2_; }; }