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/*
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* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_CHAIN_SHAPE_H
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#define B2_CHAIN_SHAPE_H
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#include <Box2D/Collision/Shapes/b2Shape.h>
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class b2EdgeShape;
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/// A chain shape is a free form sequence of line segments.
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/// The chain has two-sided collision, so you can use inside and outside collision.
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/// Therefore, you may use any winding order.
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/// Since there may be many vertices, they are allocated using b2Alloc.
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/// Connectivity information is used to create smooth collisions.
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/// WARNING: The chain will not collide properly if there are self-intersections.
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class b2ChainShape : public b2Shape
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{
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public:
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b2ChainShape();
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/// The destructor frees the vertices using b2Free.
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~b2ChainShape();
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/// Create a loop. This automatically adjusts connectivity.
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/// @param vertices an array of vertices, these are copied
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/// @param count the vertex count
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void CreateLoop(const b2Vec2* vertices, int32 count);
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/// Create a chain with isolated end vertices.
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/// @param vertices an array of vertices, these are copied
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/// @param count the vertex count
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void CreateChain(const b2Vec2* vertices, int32 count);
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/// Establish connectivity to a vertex that precedes the first vertex.
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/// Don't call this for loops.
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void SetPrevVertex(const b2Vec2& prevVertex);
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/// Establish connectivity to a vertex that follows the last vertex.
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/// Don't call this for loops.
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void SetNextVertex(const b2Vec2& nextVertex);
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/// Implement b2Shape. Vertices are cloned using b2Alloc.
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b2Shape* Clone(b2BlockAllocator* allocator) const;
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/// @see b2Shape::GetChildCount
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int32 GetChildCount() const;
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/// Get a child edge.
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void GetChildEdge(b2EdgeShape* edge, int32 index) const;
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/// This always return false.
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/// @see b2Shape::TestPoint
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bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
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/// Implement b2Shape.
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bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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const b2Transform& transform, int32 childIndex) const;
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/// @see b2Shape::ComputeAABB
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void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
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/// Chains have zero mass.
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/// @see b2Shape::ComputeMass
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void ComputeMass(b2MassData* massData, float32 density) const;
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/// The vertices. Owned by this class.
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b2Vec2* m_vertices;
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/// The vertex count.
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int32 m_count;
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b2Vec2 m_prevVertex, m_nextVertex;
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bool m_hasPrevVertex, m_hasNextVertex;
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};
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inline b2ChainShape::b2ChainShape()
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{
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m_type = e_chain;
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m_radius = b2_polygonRadius;
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m_vertices = NULL;
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m_count = 0;
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m_hasPrevVertex = false;
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m_hasNextVertex = false;
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}
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#endif
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