2013-10-12 14:15:32 +08:00
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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_EDGE_SHAPE_H
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#define B2_EDGE_SHAPE_H
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#include <Box2D/Collision/Shapes/b2Shape.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. The connectivity information is used to ensure
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/// correct contact normals.
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class b2EdgeShape : public b2Shape
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{
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public:
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b2EdgeShape();
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2013-11-25 14:50:11 +08:00
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/// Set this as an isolated edge.
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void Set(const b2Vec2& v1, const b2Vec2& v2);
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2013-11-25 14:50:11 +08:00
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/// Implement b2Shape.
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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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/// @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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/// @see b2Shape::ComputeMass
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void ComputeMass(b2MassData* massData, float32 density) const;
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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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bool m_hasVertex0, m_hasVertex3;
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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_hasVertex0 = false;
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m_hasVertex3 = false;
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}
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#endif
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