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/*
* Copyright (c) 2006-2010 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_CHAIN_SHAPE_H
#define B2_CHAIN_SHAPE_H
#include <Box2D/Collision/Shapes/b2Shape.h>
class b2EdgeShape;
/// A chain shape is a free form sequence of line segments.
/// The chain has two-sided collision, so you can use inside and outside collision.
/// Therefore, you may use any winding order.
/// Since there may be many vertices, they are allocated using b2Alloc.
/// Connectivity information is used to create smooth collisions.
/// WARNING: The chain will not collide properly if there are self-intersections.
class b2ChainShape : public b2Shape
{
public:
b2ChainShape();
/// The destructor frees the vertices using b2Free.
~b2ChainShape();
/// Clear all data.
void Clear();
/// Create a loop. This automatically adjusts connectivity.
/// @param vertices an array of vertices, these are copied
/// @param count the vertex count
void CreateLoop(const b2Vec2* vertices, int32 count);
/// Create a chain with isolated end vertices.
/// @param vertices an array of vertices, these are copied
/// @param count the vertex count
void CreateChain(const b2Vec2* vertices, int32 count);
/// Establish connectivity to a vertex that precedes the first vertex.
/// Don't call this for loops.
void SetPrevVertex(const b2Vec2& prevVertex);
/// Establish connectivity to a vertex that follows the last vertex.
/// Don't call this for loops.
void SetNextVertex(const b2Vec2& nextVertex);
/// Implement b2Shape. Vertices are cloned using b2Alloc.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// Get a child edge.
void GetChildEdge(b2EdgeShape* edge, int32 index) const;
/// This always return false.
/// @see b2Shape::TestPoint
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// Chains have zero mass.
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// The vertices. Owned by this class.
b2Vec2* m_vertices;
/// The vertex count.
int32 m_count;
b2Vec2 m_prevVertex, m_nextVertex;
bool m_hasPrevVertex, m_hasNextVertex;
};
inline b2ChainShape::b2ChainShape()
{
m_type = e_chain;
m_radius = b2_polygonRadius;
m_vertices = NULL;
m_count = 0;
m_hasPrevVertex = false;
m_hasNextVertex = false;
}
#endif

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/*
* 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_CIRCLE_SHAPE_H
#define B2_CIRCLE_SHAPE_H
#include <Box2D/Collision/Shapes/b2Shape.h>
/// A circle shape.
class b2CircleShape : public b2Shape
{
public:
b2CircleShape();
/// Implement b2Shape.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// Implement b2Shape.
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// Get the supporting vertex index in the given direction.
int32 GetSupport(const b2Vec2& d) const;
/// Get the supporting vertex in the given direction.
const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
/// Get the vertex count.
int32 GetVertexCount() const { return 1; }
/// Get a vertex by index. Used by b2Distance.
const b2Vec2& GetVertex(int32 index) const;
/// Position
b2Vec2 m_p;
};
inline b2CircleShape::b2CircleShape()
{
m_type = e_circle;
m_radius = 0.0f;
m_p.SetZero();
}
inline int32 b2CircleShape::GetSupport(const b2Vec2 &d) const
{
B2_NOT_USED(d);
return 0;
}
inline const b2Vec2& b2CircleShape::GetSupportVertex(const b2Vec2 &d) const
{
B2_NOT_USED(d);
return m_p;
}
inline const b2Vec2& b2CircleShape::GetVertex(int32 index) const
{
B2_NOT_USED(index);
b2Assert(index == 0);
return m_p;
}
#endif

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/*
* Copyright (c) 2006-2010 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_EDGE_SHAPE_H
#define B2_EDGE_SHAPE_H
#include <Box2D/Collision/Shapes/b2Shape.h>
/// A line segment (edge) shape. These can be connected in chains or loops
/// to other edge shapes. The connectivity information is used to ensure
/// correct contact normals.
class b2EdgeShape : public b2Shape
{
public:
b2EdgeShape();
/// Set this as an isolated edge.
void Set(const b2Vec2& v1, const b2Vec2& v2);
/// Implement b2Shape.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// @see b2Shape::TestPoint
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// These are the edge vertices
b2Vec2 m_vertex1, m_vertex2;
/// Optional adjacent vertices. These are used for smooth collision.
b2Vec2 m_vertex0, m_vertex3;
bool m_hasVertex0, m_hasVertex3;
};
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_hasVertex0 = false;
m_hasVertex3 = false;
}
#endif

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/*
* 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_POLYGON_SHAPE_H
#define B2_POLYGON_SHAPE_H
#include <Box2D/Collision/Shapes/b2Shape.h>
/// A convex polygon. It is assumed that the interior of the polygon is to
/// the left of each edge.
/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
/// In most cases you should not need many vertices for a convex polygon.
class b2PolygonShape : public b2Shape
{
public:
b2PolygonShape();
/// Implement b2Shape.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// Create a convex hull from the given array of local points.
/// The count must be in the range [3, b2_maxPolygonVertices].
/// @warning the points may be re-ordered, even if they form a convex polygon
/// @warning collinear points are handled but not removed. Collinear points
/// may lead to poor stacking behavior.
void Set(const b2Vec2* points, int32 count);
/// Build vertices to represent an axis-aligned box centered on the local origin.
/// @param hx the half-width.
/// @param hy the half-height.
void SetAsBox(float32 hx, float32 hy);
/// Build vertices to represent an oriented box.
/// @param hx the half-width.
/// @param hy the half-height.
/// @param center the center of the box in local coordinates.
/// @param angle the rotation of the box in local coordinates.
void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
/// @see b2Shape::TestPoint
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// Get the vertex count.
int32 GetVertexCount() const { return m_count; }
/// Get a vertex by index.
const b2Vec2& GetVertex(int32 index) const;
/// Validate convexity. This is a very time consuming operation.
/// @returns true if valid
bool Validate() const;
b2Vec2 m_centroid;
b2Vec2 m_vertices[b2_maxPolygonVertices];
b2Vec2 m_normals[b2_maxPolygonVertices];
int32 m_count;
};
inline b2PolygonShape::b2PolygonShape()
{
m_type = e_polygon;
m_radius = b2_polygonRadius;
m_count = 0;
m_centroid.SetZero();
}
inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const
{
b2Assert(0 <= index && index < m_count);
return m_vertices[index];
}
#endif

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/*
* 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 <Box2D/Common/b2BlockAllocator.h>
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Collision.h>
/// 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