/** * 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. **/ #ifndef LOVE_PHYSICS_BOX2D_CONTACT_H #define LOVE_PHYSICS_BOX2D_CONTACT_H // LOVE #include #include #include "World.h" // Box2D #include namespace love { namespace physics { namespace box2d { class World; /** * A Contact represents a collision point between * two shapes. **/ class Contact : public Object { // Friends. friend class World; friend class World::ContactCallback; private: // The Box2D contact point. b2ContactPoint point; // The parent world. Needed for scaling. World * world; public: /** * Creates a new Contact by copying a Box2D contact * point. It does not store the pointer, but copy the * data pointed to. * @param point Pointer to the Box2D contact. **/ Contact(World * world, const b2ContactPoint * point); virtual ~Contact(); /** * Gets the position of the Contact. * @return The position along the x-axis. * @return The position along the y-axis. **/ int getPosition(lua_State * L); /** * Gets the linear impact velocity. * @return The velocity along the x-axis. * @return The velocity along the y-axis. **/ int getVelocity(lua_State * L); /** * Gets the collision normal. * @return The x-component of the normal. * @return The y-component of the normal. **/ int getNormal(lua_State * L); /** * How far apart the shapes are. If they are intersecting * this value is negative. **/ float getSeparation() const; /** * The mixed friction between the two shapes at * the point of impact. **/ float getFriction() const; /** * The mixed restitution of the two shapes * at the point of impact. **/ float getRestitution() const; }; } // box2d } // physics } // love #endif // LOVE_PHYSICS_BOX2D_CONTACT_H