// MIT License // Copyright (c) 2019 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #ifndef B2_CHAIN_SHAPE_H #define B2_CHAIN_SHAPE_H #include "b2_api.h" #include "b2_shape.h" class b2EdgeShape; /// A chain shape is a free form sequence of line segments. /// The chain has one-sided collision, with the surface normal pointing to the right of the edge. /// This provides a counter-clockwise winding like the polygon shape. /// Connectivity information is used to create smooth collisions. /// @warning the chain will not collide properly if there are self-intersections. class B2_API 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 ghost vertices to connect multiple chains together. /// @param vertices an array of vertices, these are copied /// @param count the vertex count /// @param prevVertex previous vertex from chain that connects to the start /// @param nextVertex next vertex from chain that connects to the end void CreateChain(const b2Vec2* vertices, int32 count, const b2Vec2& prevVertex, const b2Vec2& nextVertex); /// Implement b2Shape. Vertices are cloned using b2Alloc. b2Shape* Clone(b2BlockAllocator* allocator) const override; /// @see b2Shape::GetChildCount int32 GetChildCount() const override; /// 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 override; /// Implement b2Shape. bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform, int32 childIndex) const override; /// @see b2Shape::ComputeAABB void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const override; /// Chains have zero mass. /// @see b2Shape::ComputeMass void ComputeMass(b2MassData* massData, float density) const override; /// The vertices. Owned by this class. b2Vec2* m_vertices; /// The vertex count. int32 m_count; b2Vec2 m_prevVertex, m_nextVertex; }; inline b2ChainShape::b2ChainShape() { m_type = e_chain; m_radius = b2_polygonRadius; m_vertices = nullptr; m_count = 0; } #endif