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Box2D
2.4.1
A 2D physics engine for games
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23 #ifndef B2_EDGE_SHAPE_H
24 #define B2_EDGE_SHAPE_H
57 const b2Transform& transform, int32 childIndex)
const override;
75 inline b2EdgeShape::b2EdgeShape()
A 2D column vector.
Definition: b2_math.h:41
virtual bool RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const =0
virtual int32 GetChildCount() const =0
Get the number of child primitives.
Definition: b2_edge_shape.h:32
virtual void ComputeAABB(b2AABB *aabb, const b2Transform &xf, int32 childIndex) const =0
b2Vec2 m_vertex0
Optional adjacent vertices. These are used for smooth collision.
Definition: b2_edge_shape.h:69
bool m_oneSided
Uses m_vertex0 and m_vertex3 to create smooth collision.
Definition: b2_edge_shape.h:72
float m_radius
Definition: b2_shape.h:102
virtual void ComputeMass(b2MassData *massData, float density) const =0
b2Vec2 m_vertex1
These are the edge vertices.
Definition: b2_edge_shape.h:66
An axis aligned bounding box.
Definition: b2_collision.h:168
Definition: b2_block_allocator.h:37
#define b2_polygonRadius
Definition: b2_common.h:74
Definition: b2_shape.h:48
This holds the mass data computed for a shape.
Definition: b2_shape.h:33
virtual b2Shape * Clone(b2BlockAllocator *allocator) const =0
Clone the concrete shape using the provided allocator.
Definition: b2_collision.h:161
virtual bool TestPoint(const b2Transform &xf, const b2Vec2 &p) const =0