/** * 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_SHAPE_H #define LOVE_PHYSICS_BOX2D_SHAPE_H // LOVE #include #include #include // Box2D #include namespace love { namespace physics { namespace box2d { /** * A Shape is geometry, attached to a Body via a Fixture. * A Body has position and orientation, and * a Shape's geometry will be affected by the parent * body's transformation. **/ class Shape : public love::physics::Shape { protected: // The Box2D shape. b2Shape * shape; public: /** * Creates a Shape. **/ Shape(); virtual ~Shape(); /** * Gets the type of Shape. Useful for * debug drawing. **/ Type getType() const; float getRadius() const; int getChildCount() const; bool testPoint(float x, float y, float r, float px, float py) const; int rayCast(lua_State * L) const; int computeAABB(lua_State * L) const; int computeMass(lua_State * L) const; }; } // box2d } // physics } // love #endif // LOVE_PHYSICS_BOX2D_SHAPE_H