mirror of https://github.com/axmolengine/axmol.git
87 lines
3.0 KiB
C
87 lines
3.0 KiB
C
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#ifndef B2_EDGE_SHAPE_H
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#define B2_EDGE_SHAPE_H
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#include "b2_api.h"
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#include "b2_shape.h"
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/// A line segment (edge) shape. These can be connected in chains or loops
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/// to other edge shapes. Edges created independently are two-sided and do
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/// no provide smooth movement across junctions.
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class B2_API b2EdgeShape : public b2Shape
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{
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public:
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b2EdgeShape();
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/// Set this as a part of a sequence. Vertex v0 precedes the edge and vertex v3
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/// follows. These extra vertices are used to provide smooth movement
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/// across junctions. This also makes the collision one-sided. The edge
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/// normal points to the right looking from v1 to v2.
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void SetOneSided(const b2Vec2& v0, const b2Vec2& v1,const b2Vec2& v2, const b2Vec2& v3);
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/// Set this as an isolated edge. Collision is two-sided.
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void SetTwoSided(const b2Vec2& v1, const b2Vec2& v2);
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/// Implement b2Shape.
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b2Shape* Clone(b2BlockAllocator* allocator) const override;
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/// @see b2Shape::TestPoint
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bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override;
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// @see b2Shape::ComputeDistance
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void ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal) const override;
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/// Implement b2Shape.
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bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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const b2Transform& transform) const override;
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/// @see b2Shape::ComputeAABB
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void ComputeAABB(b2AABB* aabb, const b2Transform& transform) const override;
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/// @see b2Shape::ComputeMass
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void ComputeMass(b2MassData* massData, float density) const override;
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/// These are the edge vertices
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b2Vec2 m_vertex1, m_vertex2;
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/// Optional adjacent vertices. These are used for smooth collision.
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b2Vec2 m_vertex0, m_vertex3;
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/// Uses m_vertex0 and m_vertex3 to create smooth collision.
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bool m_oneSided;
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};
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inline b2EdgeShape::b2EdgeShape()
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{
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m_type = e_edge;
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m_radius = b2_polygonRadius;
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m_vertex0.x = 0.0f;
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m_vertex0.y = 0.0f;
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m_vertex3.x = 0.0f;
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m_vertex3.y = 0.0f;
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m_oneSided = false;
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}
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#endif
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