Box2D  2.2.1
A 2D Physics Engine for Games
b2PolygonShape.h
00001 /*
00002 * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
00003 *
00004 * This software is provided 'as-is', without any express or implied
00005 * warranty.  In no event will the authors be held liable for any damages
00006 * arising from the use of this software.
00007 * Permission is granted to anyone to use this software for any purpose,
00008 * including commercial applications, and to alter it and redistribute it
00009 * freely, subject to the following restrictions:
00010 * 1. The origin of this software must not be misrepresented; you must not
00011 * claim that you wrote the original software. If you use this software
00012 * in a product, an acknowledgment in the product documentation would be
00013 * appreciated but is not required.
00014 * 2. Altered source versions must be plainly marked as such, and must not be
00015 * misrepresented as being the original software.
00016 * 3. This notice may not be removed or altered from any source distribution.
00017 */
00018 
00019 #ifndef B2_POLYGON_SHAPE_H
00020 #define B2_POLYGON_SHAPE_H
00021 
00022 #include <Box2D/Collision/Shapes/b2Shape.h>
00023 
00028 class b2PolygonShape : public b2Shape
00029 {
00030 public:
00031         b2PolygonShape();
00032 
00034         b2Shape* Clone(b2BlockAllocator* allocator) const;
00035 
00037         int32 GetChildCount() const;
00038 
00042         void Set(const b2Vec2* vertices, int32 vertexCount);
00043 
00047         void SetAsBox(float32 hx, float32 hy);
00048 
00054         void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
00055 
00057         bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
00058 
00060         bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
00061                                         const b2Transform& transform, int32 childIndex) const;
00062 
00064         void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
00065 
00067         void ComputeMass(b2MassData* massData, float32 density) const;
00068 
00070         int32 GetVertexCount() const { return m_vertexCount; }
00071 
00073         const b2Vec2& GetVertex(int32 index) const;
00074 
00075         b2Vec2 m_centroid;
00076         b2Vec2 m_vertices[b2_maxPolygonVertices];
00077         b2Vec2 m_normals[b2_maxPolygonVertices];
00078         int32 m_vertexCount;
00079 };
00080 
00081 inline b2PolygonShape::b2PolygonShape()
00082 {
00083         m_type = e_polygon;
00084         m_radius = b2_polygonRadius;
00085         m_vertexCount = 0;
00086         m_centroid.SetZero();
00087 }
00088 
00089 inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const
00090 {
00091         b2Assert(0 <= index && index < m_vertexCount);
00092         return m_vertices[index];
00093 }
00094 
00095 #endif
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