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- // MIT License
- // Copyright (c) 2019 Erin Catto
- // 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.
- #ifndef B2_EDGE_SHAPE_H
- #define B2_EDGE_SHAPE_H
- #include "b2_api.h"
- #include "b2_shape.h"
- /// A line segment (edge) shape. These can be connected in chains or loops
- /// to other edge shapes. Edges created independently are two-sided and do
- /// no provide smooth movement across junctions.
- class B2_API b2EdgeShape : public b2Shape
- {
- public:
- b2EdgeShape();
- /// Set this as a part of a sequence. Vertex v0 precedes the edge and vertex v3
- /// follows. These extra vertices are used to provide smooth movement
- /// across junctions. This also makes the collision one-sided. The edge
- /// normal points to the right looking from v1 to v2.
- void SetOneSided(const b2Vec2& v0, const b2Vec2& v1,const b2Vec2& v2, const b2Vec2& v3);
- /// Set this as an isolated edge. Collision is two-sided.
- void SetTwoSided(const b2Vec2& v1, const b2Vec2& v2);
- /// Implement b2Shape.
- b2Shape* Clone(b2BlockAllocator* allocator) const override;
- /// @see b2Shape::GetChildCount
- int32 GetChildCount() const override;
- /// @see b2Shape::TestPoint
- bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
- /// Implement b2Shape.
- bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
- const b2Transform& transform, int32 childIndex) const override;
- /// @see b2Shape::ComputeAABB
- void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
- /// @see b2Shape::ComputeMass
- void ComputeMass(b2MassData* massData, float density) const override;
- /// These are the edge vertices
- b2Vec2 m_vertex1, m_vertex2;
- /// Optional adjacent vertices. These are used for smooth collision.
- b2Vec2 m_vertex0, m_vertex3;
- /// Uses m_vertex0 and m_vertex3 to create smooth collision.
- bool m_oneSided;
- };
- inline b2EdgeShape::b2EdgeShape()
- {
- m_type = e_edge;
- m_radius = b2_polygonRadius;
- m_vertex0.x = 0.0f;
- m_vertex0.y = 0.0f;
- m_vertex3.x = 0.0f;
- m_vertex3.y = 0.0f;
- m_oneSided = false;
- }
- #endif
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