mirror of https://github.com/axmolengine/axmol.git
96 lines
3.5 KiB
C++
96 lines
3.5 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_POLYGON_SHAPE_H
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#define B2_POLYGON_SHAPE_H
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#include "b2_api.h"
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#include "b2_shape.h"
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/// A solid convex polygon. It is assumed that the interior of the polygon is to
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/// the left of each edge.
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/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
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/// In most cases you should not need many vertices for a convex polygon.
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class B2_API b2PolygonShape : public b2Shape
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{
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public:
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b2PolygonShape();
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/// Implement b2Shape.
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b2Shape* Clone(b2BlockAllocator* allocator) const override;
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/// Create a convex hull from the given array of local points.
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/// The count must be in the range [3, b2_maxPolygonVertices].
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/// @warning the points may be re-ordered, even if they form a convex polygon
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/// @warning collinear points are handled but not removed. Collinear points
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/// may lead to poor stacking behavior.
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void Set(const b2Vec2* points, int32 count);
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/// Build vertices to represent an axis-aligned box centered on the local origin.
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/// @param hx the half-width.
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/// @param hy the half-height.
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void SetAsBox(float hx, float hy);
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/// Build vertices to represent an oriented box.
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/// @param hx the half-width.
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/// @param hy the half-height.
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/// @param center the center of the box in local coordinates.
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/// @param angle the rotation of the box in local coordinates.
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void SetAsBox(float hx, float hy, const b2Vec2& center, float angle);
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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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/// @note because the polygon is solid, rays that start inside do not hit because the normal is
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/// not defined.
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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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/// Validate convexity. This is a very time consuming operation.
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/// @returns true if valid
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bool Validate() const;
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b2Vec2 m_centroid;
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b2Vec2 m_vertices[b2_maxPolygonVertices];
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b2Vec2 m_normals[b2_maxPolygonVertices];
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int32 m_count;
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};
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inline b2PolygonShape::b2PolygonShape()
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{
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m_type = e_polygon;
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m_radius = b2_polygonRadius;
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m_count = 0;
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m_centroid.SetZero();
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}
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#endif
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