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Box2D
2.2.1
Box2D API Reference for Kobold2D developers
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#include <b2EdgeShape.h>
Inheritance diagram for b2EdgeShape:
Collaboration diagram for b2EdgeShape: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.