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Box2D
2.2.1
A 2D Physics Engine for Games
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00001 /* 00002 * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org 00003 * 00004 * This software is provided 'as-is', without any express or implied 00005 * warranty. In no event will the authors be held liable for any damages 00006 * arising from the use of this software. 00007 * Permission is granted to anyone to use this software for any purpose, 00008 * including commercial applications, and to alter it and redistribute it 00009 * freely, subject to the following restrictions: 00010 * 1. The origin of this software must not be misrepresented; you must not 00011 * claim that you wrote the original software. If you use this software 00012 * in a product, an acknowledgment in the product documentation would be 00013 * appreciated but is not required. 00014 * 2. Altered source versions must be plainly marked as such, and must not be 00015 * misrepresented as being the original software. 00016 * 3. This notice may not be removed or altered from any source distribution. 00017 */ 00018 00019 #ifndef B2_POLYGON_SHAPE_H 00020 #define B2_POLYGON_SHAPE_H 00021 00022 #include <Box2D/Collision/Shapes/b2Shape.h> 00023 00028 class b2PolygonShape : public b2Shape 00029 { 00030 public: 00031 b2PolygonShape(); 00032 00034 b2Shape* Clone(b2BlockAllocator* allocator) const; 00035 00037 int32 GetChildCount() const; 00038 00042 void Set(const b2Vec2* vertices, int32 vertexCount); 00043 00047 void SetAsBox(float32 hx, float32 hy); 00048 00054 void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle); 00055 00057 bool TestPoint(const b2Transform& transform, const b2Vec2& p) const; 00058 00060 bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, 00061 const b2Transform& transform, int32 childIndex) const; 00062 00064 void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const; 00065 00067 void ComputeMass(b2MassData* massData, float32 density) const; 00068 00070 int32 GetVertexCount() const { return m_vertexCount; } 00071 00073 const b2Vec2& GetVertex(int32 index) const; 00074 00075 b2Vec2 m_centroid; 00076 b2Vec2 m_vertices[b2_maxPolygonVertices]; 00077 b2Vec2 m_normals[b2_maxPolygonVertices]; 00078 int32 m_vertexCount; 00079 }; 00080 00081 inline b2PolygonShape::b2PolygonShape() 00082 { 00083 m_type = e_polygon; 00084 m_radius = b2_polygonRadius; 00085 m_vertexCount = 0; 00086 m_centroid.SetZero(); 00087 } 00088 00089 inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const 00090 { 00091 b2Assert(0 <= index && index < m_vertexCount); 00092 return m_vertices[index]; 00093 } 00094 00095 #endif