mirror of https://github.com/axmolengine/axmol.git
115 lines
4.1 KiB
C++
115 lines
4.1 KiB
C++
// 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_SHAPE_H
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#define B2_SHAPE_H
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#include "b2_api.h"
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#include "b2_math.h"
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#include "b2_collision.h"
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class b2BlockAllocator;
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/// This holds the mass data computed for a shape.
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struct B2_API b2MassData
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{
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/// The mass of the shape, usually in kilograms.
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float mass;
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/// The position of the shape's centroid relative to the shape's origin.
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b2Vec2 center;
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/// The rotational inertia of the shape about the local origin.
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float I;
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};
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/// A shape is used for collision detection. You can create a shape however you like.
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/// Shapes used for simulation in b2World are created automatically when a b2Fixture
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/// is created. Shapes may encapsulate a one or more child shapes.
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class B2_API b2Shape
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{
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public:
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enum Type
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{
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e_circle = 0,
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e_edge = 1,
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e_polygon = 2,
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e_chain = 3,
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e_typeCount = 4
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};
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virtual ~b2Shape() {}
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/// Clone the concrete shape using the provided allocator.
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virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
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/// Get the type of this shape. You can use this to down cast to the concrete shape.
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/// @return the shape type.
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Type GetType() const;
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/// Test a point for containment in this shape. This only works for convex shapes.
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/// @param xf the shape world transform.
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/// @param p a point in world coordinates.
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virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
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/// Compute the distance from the current shape to the specified point. This only works for convex shapes.
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/// @param xf the shape world transform.
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/// @param p a point in world coordinates.
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/// @param distance returns the distance from the current shape.
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/// @param normal returns the direction in which the distance increases.
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virtual void ComputeDistance(const b2Transform& xf, const b2Vec2& p, float32* distance, b2Vec2* normal) const= 0;
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/// Cast a ray against a child shape.
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/// @param output the ray-cast results.
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/// @param input the ray-cast input parameters.
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/// @param transform the transform to be applied to the shape.
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/// @param childIndex the child shape index
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virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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const b2Transform& transform) const = 0;
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/// Given a transform, compute the associated axis aligned bounding box for a child shape.
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/// @param aabb returns the axis aligned box.
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/// @param xf the world transform of the shape.
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/// @param childIndex the child shape
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virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf) const = 0;
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/// Compute the mass properties of this shape using its dimensions and density.
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/// The inertia tensor is computed about the local origin.
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/// @param massData returns the mass data for this shape.
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/// @param density the density in kilograms per meter squared.
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virtual void ComputeMass(b2MassData* massData, float density) const = 0;
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Type m_type;
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/// Radius of a shape. For polygonal shapes this must be b2_polygonRadius. There is no support for
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/// making rounded polygons.
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float m_radius;
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};
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inline b2Shape::Type b2Shape::GetType() const
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{
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return m_type;
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}
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#endif
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