1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222
|
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* 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 "b2Shape.h"
/// This structure is used to build edge shapes.
struct b2EdgeChainDef : public b2ShapeDef
{
b2EdgeChainDef()
{
type = e_edgeShape;
vertexCount = 0;
isALoop = true;
vertices = NULL;
}
/// The vertices in local coordinates. You must manage the memory
/// of this array on your own, outside of Box2D.
b2Vec2* vertices;
/// The number of vertices in the chain.
int32 vertexCount;
/// Whether to create an extra edge between the first and last vertices:
bool isALoop;
};
/// The edge shape.
class b2EdgeShape : public b2Shape
{
public:
/// @see b2Shape::TestPoint
bool TestPoint(const b2XForm& transform, const b2Vec2& p) const;
/// @see b2Shape::TestSegment
b2SegmentCollide TestSegment( const b2XForm& transform,
float32* lambda,
b2Vec2* normal,
const b2Segment& segment,
float32 maxLambda) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2XForm& transform) const;
/// @see b2Shape::ComputeSweptAABB
void ComputeSweptAABB( b2AABB* aabb,
const b2XForm& transform1,
const b2XForm& transform2) const;
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData) const;
/// @warning This only gives a consistent and sensible answer when when summed over a body only contains loops of edges
/// @see b2Shape::ComputeSubmergedArea
float32 ComputeSubmergedArea( const b2Vec2& normal,
float32 offset,
const b2XForm& xf,
b2Vec2* c) const;
/// Linear distance from vertex1 to vertex2:
float32 GetLength() const;
/// Local position of vertex in parent body
const b2Vec2& GetVertex1() const;
/// Local position of vertex in parent body
const b2Vec2& GetVertex2() const;
/// "Core" vertex with TOI slop for b2Distance functions:
const b2Vec2& GetCoreVertex1() const;
/// "Core" vertex with TOI slop for b2Distance functions:
const b2Vec2& GetCoreVertex2() const;
/// Perpendicular unit vector point, pointing from the solid side to the empty side:
const b2Vec2& GetNormalVector() const;
/// Parallel unit vector, pointing from vertex1 to vertex2:
const b2Vec2& GetDirectionVector() const;
const b2Vec2& GetCorner1Vector() const;
const b2Vec2& GetCorner2Vector() const;
bool Corner1IsConvex() const;
bool Corner2IsConvex() const;
b2Vec2 GetFirstVertex(const b2XForm& xf) const;
b2Vec2 Support(const b2XForm& xf, const b2Vec2& d) const;
/// Get the next edge in the chain.
b2EdgeShape* GetNextEdge() const;
/// Get the previous edge in the chain.
b2EdgeShape* GetPrevEdge() const;
void SetPrevEdge(b2EdgeShape* edge, const b2Vec2& core, const b2Vec2& cornerDir, bool convex);
void SetNextEdge(b2EdgeShape* edge, const b2Vec2& core, const b2Vec2& cornerDir, bool convex);
private:
friend class b2Shape;
friend class b2Body;
b2EdgeShape(const b2Vec2& v1, const b2Vec2& v2, const b2ShapeDef* def);
void UpdateSweepRadius(const b2Vec2& center);
b2Vec2 m_v1;
b2Vec2 m_v2;
b2Vec2 m_coreV1;
b2Vec2 m_coreV2;
float32 m_length;
b2Vec2 m_normal;
b2Vec2 m_direction;
// Unit vector halfway between m_direction and m_prevEdge.m_direction:
b2Vec2 m_cornerDir1;
// Unit vector halfway between m_direction and m_nextEdge.m_direction:
b2Vec2 m_cornerDir2;
bool m_cornerConvex1;
bool m_cornerConvex2;
b2EdgeShape* m_nextEdge;
b2EdgeShape* m_prevEdge;
};
inline float32 b2EdgeShape::GetLength() const
{
return m_length;
}
inline const b2Vec2& b2EdgeShape::GetVertex1() const
{
return m_v1;
}
inline const b2Vec2& b2EdgeShape::GetVertex2() const
{
return m_v2;
}
inline const b2Vec2& b2EdgeShape::GetCoreVertex1() const
{
return m_coreV1;
}
inline const b2Vec2& b2EdgeShape::GetCoreVertex2() const
{
return m_coreV2;
}
inline const b2Vec2& b2EdgeShape::GetNormalVector() const
{
return m_normal;
}
inline const b2Vec2& b2EdgeShape::GetDirectionVector() const
{
return m_direction;
}
inline const b2Vec2& b2EdgeShape::GetCorner1Vector() const
{
return m_cornerDir1;
}
inline const b2Vec2& b2EdgeShape::GetCorner2Vector() const
{
return m_cornerDir2;
}
inline b2EdgeShape* b2EdgeShape::GetNextEdge() const
{
return m_nextEdge;
}
inline b2EdgeShape* b2EdgeShape::GetPrevEdge() const
{
return m_prevEdge;
}
inline b2Vec2 b2EdgeShape::GetFirstVertex(const b2XForm& xf) const
{
return b2Mul(xf, m_coreV1);
}
inline bool b2EdgeShape::Corner1IsConvex() const
{
return m_cornerConvex1;
}
inline bool b2EdgeShape::Corner2IsConvex() const
{
return m_cornerConvex2;
}
#endif
|