/** * Copyright (c) 2006-2011 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #include "CircleShape.h" // Module #include "Body.h" #include "World.h" namespace love { namespace physics { namespace box2d { CircleShape::CircleShape(Body * body, b2CircleDef * def) : Shape(body) { def->localPosition = body->world->scaleDown(def->localPosition); def->radius = body->world->scaleDown(def->radius); radius = def->radius; this->localPosition = def->localPosition; def->userData = (void*)data; shape = body->body->CreateShape(def); } CircleShape::~CircleShape() { } float CircleShape::getRadius() const { return body->world->scaleUp(radius); } void CircleShape::getLocalCenter(float & x, float & y) const { x = localPosition.x; y = localPosition.y; body->world->scaleUp(x, y); } void CircleShape::getWorldCenter(float & x, float & y) const { b2Vec2 worldCenter = body->body->GetWorldPoint(localPosition); worldCenter = body->world->scaleUp(worldCenter); x = worldCenter.x; y = worldCenter.y; } } // box2d } // physics } // love