Box2D  2.4.1
A 2D physics engine for games
b2_chain_shape.h
1 // MIT License
2 
3 // Copyright (c) 2019 Erin Catto
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22 
23 #ifndef B2_CHAIN_SHAPE_H
24 #define B2_CHAIN_SHAPE_H
25 
26 #include "b2_api.h"
27 #include "b2_shape.h"
28 
29 class b2EdgeShape;
30 
36 class B2_API b2ChainShape : public b2Shape
37 {
38 public:
39  b2ChainShape();
40 
42  ~b2ChainShape();
43 
45  void Clear();
46 
50  void CreateLoop(const b2Vec2* vertices, int32 count);
51 
57  void CreateChain(const b2Vec2* vertices, int32 count,
58  const b2Vec2& prevVertex, const b2Vec2& nextVertex);
59 
61  b2Shape* Clone(b2BlockAllocator* allocator) const override;
62 
64  int32 GetChildCount() const override;
65 
67  void GetChildEdge(b2EdgeShape* edge, int32 index) const;
68 
71  bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
72 
74  bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
75  const b2Transform& transform, int32 childIndex) const override;
76 
78  void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
79 
82  void ComputeMass(b2MassData* massData, float density) const override;
83 
86 
88  int32 m_count;
89 
90  b2Vec2 m_prevVertex, m_nextVertex;
91 };
92 
93 inline b2ChainShape::b2ChainShape()
94 {
95  m_type = e_chain;
97  m_vertices = nullptr;
98  m_count = 0;
99 }
100 
101 #endif
b2Vec2
A 2D column vector.
Definition: b2_math.h:41
b2Shape::RayCast
virtual bool RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const =0
b2Shape::GetChildCount
virtual int32 GetChildCount() const =0
Get the number of child primitives.
b2EdgeShape
Definition: b2_edge_shape.h:32
b2RayCastInput
Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
Definition: b2_collision.h:153
b2Transform
Definition: b2_math.h:338
b2Shape::ComputeAABB
virtual void ComputeAABB(b2AABB *aabb, const b2Transform &xf, int32 childIndex) const =0
b2Shape::m_radius
float m_radius
Definition: b2_shape.h:102
b2Shape::ComputeMass
virtual void ComputeMass(b2MassData *massData, float density) const =0
b2ChainShape
Definition: b2_chain_shape.h:36
b2ChainShape::m_count
int32 m_count
The vertex count.
Definition: b2_chain_shape.h:88
b2AABB
An axis aligned bounding box.
Definition: b2_collision.h:168
b2BlockAllocator
Definition: b2_block_allocator.h:37
b2_polygonRadius
#define b2_polygonRadius
Definition: b2_common.h:74
b2ChainShape::m_vertices
b2Vec2 * m_vertices
The vertices. Owned by this class.
Definition: b2_chain_shape.h:85
b2Shape
Definition: b2_shape.h:48
b2MassData
This holds the mass data computed for a shape.
Definition: b2_shape.h:33
b2Shape::Clone
virtual b2Shape * Clone(b2BlockAllocator *allocator) const =0
Clone the concrete shape using the provided allocator.
b2RayCastOutput
Definition: b2_collision.h:161
b2Shape::TestPoint
virtual bool TestPoint(const b2Transform &xf, const b2Vec2 &p) const =0