20 #ifndef B2_EDGE_SHAPE_H
21 #define B2_EDGE_SHAPE_H
23 #include <Box2D/Collision/Shapes/b2Shape.h>
50 const b2Transform& transform, int32 childIndex)
const;
63 bool m_hasVertex0, m_hasVertex3;
66 inline b2EdgeShape::b2EdgeShape()
bool TestPoint(const b2Transform &transform, const b2Vec2 &p) const
Definition: b2EdgeShape.cpp:45
int32 GetChildCount() const
Definition: b2EdgeShape.cpp:40
Definition: b2BlockAllocator.h:35
This holds the mass data computed for a shape.
Definition: b2Shape.h:28
b2Vec2 m_vertex0
Optional adjacent vertices. These are used for smooth collision.
Definition: b2EdgeShape.h:62
Definition: b2Collision.h:154
bool RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const
Implement b2Shape.
Definition: b2EdgeShape.cpp:85
b2Shape * Clone(b2BlockAllocator *allocator) const
Implement b2Shape.
Definition: b2EdgeShape.cpp:32
#define b2_polygonRadius
Definition: b2Settings.h:83
An axis aligned bounding box.
Definition: b2Collision.h:161
Definition: b2EdgeShape.h:28
void ComputeAABB(b2AABB *aabb, const b2Transform &transform, int32 childIndex) const
Definition: b2EdgeShape.cpp:147
void ComputeDistance(const b2Transform &xf, const b2Vec2 &p, float32 *distance, b2Vec2 *normal, int32 childIndex) const
Definition: b2EdgeShape.cpp:52
b2Vec2 m_vertex1
These are the edge vertices.
Definition: b2EdgeShape.h:59
void Set(const b2Vec2 &v1, const b2Vec2 &v2)
Set this as an isolated edge.
Definition: b2EdgeShape.cpp:24
A 2D column vector.
Definition: b2Math.h:64
void ComputeMass(b2MassData *massData, float32 density) const
Definition: b2EdgeShape.cpp:162