initial commit. includes PhsyicsBox2dExtension
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AndEngine/jni/Box2D/Collision/Shapes/b2Shape.h
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AndEngine/jni/Box2D/Collision/Shapes/b2Shape.h
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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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_SHAPE_H
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#define B2_SHAPE_H
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#include "Box2D/Common/b2BlockAllocator.h"
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#include "Box2D/Common/b2Math.h"
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#include "Box2D/Collision/b2Collision.h"
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/// This holds the mass data computed for a shape.
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struct b2MassData
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{
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/// The mass of the shape, usually in kilograms.
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float32 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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float32 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.
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class 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_unknown= -1,
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e_circle = 0,
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e_polygon = 1,
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e_typeCount = 2,
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};
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b2Shape() { m_type = e_unknown; }
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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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/// Cast a ray against this 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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virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const = 0;
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/// Given a transform, compute the associated axis aligned bounding box for this 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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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, float32 density) const = 0;
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Type m_type;
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float32 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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