Box2D
2.2.1
Box2D API Reference for Kobold2D developers
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#include <b2EdgeShape.h>
Public Member Functions | |
void | Set (const b2Vec2 &v1, const b2Vec2 &v2) |
Set this as an isolated edge. | |
b2Shape * | Clone (b2BlockAllocator *allocator) const |
Implement b2Shape. | |
int32 | GetChildCount () const |
bool | TestPoint (const b2Transform &transform, const b2Vec2 &p) const |
bool | RayCast (b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const |
Implement b2Shape. | |
void | ComputeAABB (b2AABB *aabb, const b2Transform &transform, int32 childIndex) const |
void | ComputeMass (b2MassData *massData, float32 density) const |
Public Attributes | |
b2Vec2 | m_vertex1 |
These are the edge vertices. | |
b2Vec2 | m_vertex2 |
b2Vec2 | m_vertex0 |
Optional adjacent vertices. These are used for smooth collision. | |
b2Vec2 | m_vertex3 |
bool | m_hasVertex0 |
bool | m_hasVertex3 |
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.
b2Shape* b2EdgeShape::Clone | ( | b2BlockAllocator * | allocator | ) | const [virtual] |
void b2EdgeShape::ComputeAABB | ( | b2AABB * | aabb, |
const b2Transform & | transform, | ||
int32 | childIndex | ||
) | const [virtual] |
Implements b2Shape.
void b2EdgeShape::ComputeMass | ( | b2MassData * | massData, |
float32 | density | ||
) | const [virtual] |
Implements b2Shape.
int32 b2EdgeShape::GetChildCount | ( | ) | const [virtual] |
Implements b2Shape.
bool b2EdgeShape::RayCast | ( | b2RayCastOutput * | output, |
const b2RayCastInput & | input, | ||
const b2Transform & | transform, | ||
int32 | childIndex | ||
) | const [virtual] |
bool b2EdgeShape::TestPoint | ( | const b2Transform & | transform, |
const b2Vec2 & | p | ||
) | const [virtual] |
Implements b2Shape.
Optional adjacent vertices. These are used for smooth collision.
These are the edge vertices.