Box2D 2.4.1
A 2D physics engine for games
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#include <b2_shape.h>
Public Types | |
enum | Type { e_circle = 0 , e_edge = 1 , e_polygon = 2 , e_chain = 3 , e_typeCount = 4 } |
Public Member Functions | |
virtual b2Shape * | Clone (b2BlockAllocator *allocator) const =0 |
Clone the concrete shape using the provided allocator. More... | |
Type | GetType () const |
virtual int32 | GetChildCount () const =0 |
Get the number of child primitives. More... | |
virtual bool | TestPoint (const b2Transform &xf, const b2Vec2 &p) const =0 |
virtual bool | RayCast (b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const =0 |
virtual void | ComputeAABB (b2AABB *aabb, const b2Transform &xf, int32 childIndex) const =0 |
virtual void | ComputeMass (b2MassData *massData, float density) const =0 |
Public Attributes | |
Type | m_type |
float | m_radius |
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.
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pure virtual |
Clone the concrete shape using the provided allocator.
Implemented in b2ChainShape, b2CircleShape, b2EdgeShape, and b2PolygonShape.
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pure virtual |
Given a transform, compute the associated axis aligned bounding box for a child shape.
aabb | returns the axis aligned box. |
xf | the world transform of the shape. |
childIndex | the child shape |
Implemented in b2ChainShape, b2CircleShape, b2EdgeShape, and b2PolygonShape.
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pure virtual |
Compute the mass properties of this shape using its dimensions and density. The inertia tensor is computed about the local origin.
massData | returns the mass data for this shape. |
density | the density in kilograms per meter squared. |
Implemented in b2ChainShape, b2CircleShape, b2EdgeShape, and b2PolygonShape.
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pure virtual |
Get the number of child primitives.
Implemented in b2ChainShape, b2CircleShape, b2EdgeShape, and b2PolygonShape.
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inline |
Get the type of this shape. You can use this to down cast to the concrete shape.
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pure virtual |
Cast a ray against a child shape.
output | the ray-cast results. |
input | the ray-cast input parameters. |
transform | the transform to be applied to the shape. |
childIndex | the child shape index |
Implemented in b2ChainShape, b2CircleShape, b2EdgeShape, and b2PolygonShape.
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pure virtual |
Test a point for containment in this shape. This only works for convex shapes.
xf | the shape world transform. |
p | a point in world coordinates. |
Implemented in b2ChainShape, b2CircleShape, b2EdgeShape, and b2PolygonShape.
float b2Shape::m_radius |
Radius of a shape. For polygonal shapes this must be b2_polygonRadius. There is no support for making rounded polygons.