Box2D  2.4.1
A 2D physics engine for games
b2_edge_shape.h
1 // MIT License
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3 // Copyright (c) 2019 Erin Catto
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22 
23 #ifndef B2_EDGE_SHAPE_H
24 #define B2_EDGE_SHAPE_H
25 
26 #include "b2_api.h"
27 #include "b2_shape.h"
28 
32 class B2_API b2EdgeShape : public b2Shape
33 {
34 public:
35  b2EdgeShape();
36 
41  void SetOneSided(const b2Vec2& v0, const b2Vec2& v1,const b2Vec2& v2, const b2Vec2& v3);
42 
44  void SetTwoSided(const b2Vec2& v1, const b2Vec2& v2);
45 
47  b2Shape* Clone(b2BlockAllocator* allocator) const override;
48 
50  int32 GetChildCount() const override;
51 
53  bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
54 
56  bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
57  const b2Transform& transform, int32 childIndex) const override;
58 
60  void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override;
61 
63  void ComputeMass(b2MassData* massData, float density) const override;
64 
66  b2Vec2 m_vertex1, m_vertex2;
67 
69  b2Vec2 m_vertex0, m_vertex3;
70 
72  bool m_oneSided;
73 };
74 
75 inline b2EdgeShape::b2EdgeShape()
76 {
77  m_type = e_edge;
79  m_vertex0.x = 0.0f;
80  m_vertex0.y = 0.0f;
81  m_vertex3.x = 0.0f;
82  m_vertex3.y = 0.0f;
83  m_oneSided = false;
84 }
85 
86 #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
b2EdgeShape::m_vertex0
b2Vec2 m_vertex0
Optional adjacent vertices. These are used for smooth collision.
Definition: b2_edge_shape.h:69
b2EdgeShape::m_oneSided
bool m_oneSided
Uses m_vertex0 and m_vertex3 to create smooth collision.
Definition: b2_edge_shape.h:72
b2Shape::m_radius
float m_radius
Definition: b2_shape.h:102
b2Shape::ComputeMass
virtual void ComputeMass(b2MassData *massData, float density) const =0
b2EdgeShape::m_vertex1
b2Vec2 m_vertex1
These are the edge vertices.
Definition: b2_edge_shape.h:66
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
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