axmol/thirdparty/box2d-optimized/include/box2d/b2_draw.h

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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_DRAW_H
#define B2_DRAW_H
#include "b2_api.h"
#include "b2_math.h"
#include "b2_particle.h"
/// Color for debug drawing. Each value has the range [0,1].
struct B2_API b2Color
{
b2Color() {}
b2Color(float rIn, float gIn, float bIn, float aIn = 1.0f)
{
r = rIn; g = gIn; b = bIn; a = aIn;
}
void Set(float rIn, float gIn, float bIn, float aIn = 1.0f)
{
r = rIn; g = gIn; b = bIn; a = aIn;
}
float r, g, b, a;
};
/// Implement and register this class with a b2World to provide debug drawing of physics
/// entities in your game.
class B2_API b2Draw
{
public:
b2Draw();
virtual ~b2Draw() {}
enum
{
e_shapeBit = 0x0001, ///< draw shapes
e_jointBit = 0x0002, ///< draw joint connections
e_aabbBit = 0x0004, ///< draw axis aligned bounding boxes
e_pairBit = 0x0008, ///< draw broad-phase pairs
e_centerOfMassBit = 0x0010, ///< draw center of mass frame
e_particleBit = 0x0020 ///< draw particles
};
/// Set the drawing flags.
void SetFlags(uint32 flags);
/// Get the drawing flags.
uint32 GetFlags() const;
/// Append flags to the current flags.
void AppendFlags(uint32 flags);
/// Clear flags from the current flags.
void ClearFlags(uint32 flags);
/// Draw a closed polygon provided in CCW order.
virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
/// Draw a solid closed polygon provided in CCW order.
virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
/// Draw a circle.
virtual void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) = 0;
/// Draw a solid circle.
virtual void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) = 0;
/// Draw a particle array
virtual void DrawParticles(const b2Vec2 *centers, float32 radius, const b2ParticleColor *colors, int32 count) = 0;
/// Draw a line segment.
virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
/// Draw a transform. Choose your own length scale.
/// @param xf a transform.
virtual void DrawTransform(const b2Transform& xf) = 0;
/// Draw a point.
virtual void DrawPoint(const b2Vec2& p, float size, const b2Color& color) = 0;
protected:
uint32 m_drawFlags;
};
#endif