// 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_EDGE_SHAPE_H #define B2_EDGE_SHAPE_H #include "b2_api.h" #include "b2_shape.h" /// A line segment (edge) shape. These can be connected in chains or loops /// to other edge shapes. Edges created independently are two-sided and do /// no provide smooth movement across junctions. class B2_API b2EdgeShape : public b2Shape { public: b2EdgeShape(); /// Set this as a part of a sequence. Vertex v0 precedes the edge and vertex v3 /// follows. These extra vertices are used to provide smooth movement /// across junctions. This also makes the collision one-sided. The edge /// normal points to the right looking from v1 to v2. void SetOneSided(const b2Vec2& v0, const b2Vec2& v1,const b2Vec2& v2, const b2Vec2& v3); /// Set this as an isolated edge. Collision is two-sided. void SetTwoSided(const b2Vec2& v1, const b2Vec2& v2); /// Implement b2Shape. b2Shape* Clone(b2BlockAllocator* allocator) const override; /// @see b2Shape::TestPoint bool TestPoint(const b2Transform& transform, const b2Vec2& p) const override; // @see b2Shape::ComputeDistance void ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal) const override; /// Implement b2Shape. bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const override; /// @see b2Shape::ComputeAABB void ComputeAABB(b2AABB* aabb, const b2Transform& transform) const override; /// @see b2Shape::ComputeMass void ComputeMass(b2MassData* massData, float density) const override; /// These are the edge vertices b2Vec2 m_vertex1, m_vertex2; /// Optional adjacent vertices. These are used for smooth collision. b2Vec2 m_vertex0, m_vertex3; /// Uses m_vertex0 and m_vertex3 to create smooth collision. bool m_oneSided; }; inline b2EdgeShape::b2EdgeShape() { m_type = e_edge; m_radius = b2_polygonRadius; m_vertex0.x = 0.0f; m_vertex0.y = 0.0f; m_vertex3.x = 0.0f; m_vertex3.y = 0.0f; m_oneSided = false; } #endif