19 #ifndef B2_EDGE_SHAPE_H
20 #define B2_EDGE_SHAPE_H
22 #include <Box2D/Collision/Shapes/b2Shape.h>
46 const b2Transform& transform, int32 childIndex)
const;
59 bool m_hasVertex0, m_hasVertex3;
62 inline b2EdgeShape::b2EdgeShape()
bool TestPoint(const b2Transform &transform, const b2Vec2 &p) const
Definition: b2EdgeShape.cpp:43
int32 GetChildCount() const
Definition: b2EdgeShape.cpp:38
Definition: b2BlockAllocator.h:35
This holds the mass data computed for a shape.
Definition: b2Shape.h:27
b2Vec2 m_vertex0
Optional adjacent vertices. These are used for smooth collision.
Definition: b2EdgeShape.h:58
Definition: b2Collision.h:155
bool RayCast(b2RayCastOutput *output, const b2RayCastInput &input, const b2Transform &transform, int32 childIndex) const
Implement b2Shape.
Definition: b2EdgeShape.cpp:54
b2Shape * Clone(b2BlockAllocator *allocator) const
Implement b2Shape.
Definition: b2EdgeShape.cpp:30
#define b2_polygonRadius
Definition: b2Settings.h:77
An axis aligned bounding box.
Definition: b2Collision.h:162
Definition: b2EdgeShape.h:27
void ComputeAABB(b2AABB *aabb, const b2Transform &transform, int32 childIndex) const
Definition: b2EdgeShape.cpp:116
b2Vec2 m_vertex1
These are the edge vertices.
Definition: b2EdgeShape.h:55
void Set(const b2Vec2 &v1, const b2Vec2 &v2)
Set this as an isolated edge.
Definition: b2EdgeShape.cpp:22
A 2D column vector.
Definition: b2Math.h:53
void ComputeMass(b2MassData *massData, float32 density) const
Definition: b2EdgeShape.cpp:131