/* * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #ifndef B2_SHAPE_H #define B2_SHAPE_H #include #include #include /// This holds the mass data computed for a shape. struct b2MassData { /// The mass of the shape, usually in kilograms. float32 mass; /// The position of the shape's centroid relative to the shape's origin. b2Vec2 center; /// The rotational inertia of the shape about the local origin. float32 I; }; /// A shape is used for collision detection. You can create a shape however you like. /// Shapes used for simulation in b2World are created automatically when a b2Fixture /// is created. Shapes may encapsulate a one or more child shapes. class b2Shape { public: enum Type { e_circle = 0, e_edge = 1, e_polygon = 2, e_chain = 3, e_typeCount = 4 }; virtual ~b2Shape() {} /// Clone the concrete shape using the provided allocator. virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0; /// Get the type of this shape. You can use this to down cast to the concrete shape. /// @return the shape type. Type GetType() const; /// Get the number of child primitives. virtual int32 GetChildCount() const = 0; /// Test a point for containment in this shape. This only works for convex shapes. /// @param xf the shape world transform. /// @param p a point in world coordinates. virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0; /// Cast a ray against a child shape. /// @param output the ray-cast results. /// @param input the ray-cast input parameters. /// @param transform the transform to be applied to the shape. /// @param childIndex the child shape index virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform, int32 childIndex) const = 0; /// Given a transform, compute the associated axis aligned bounding box for a child shape. /// @param aabb returns the axis aligned box. /// @param xf the world transform of the shape. /// @param childIndex the child shape virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0; /// Compute the mass properties of this shape using its dimensions and density. /// The inertia tensor is computed about the local origin. /// @param massData returns the mass data for this shape. /// @param density the density in kilograms per meter squared. virtual void ComputeMass(b2MassData* massData, float32 density) const = 0; Type m_type; float32 m_radius; }; inline b2Shape::Type b2Shape::GetType() const { return m_type; } #endif