Files
love/src/modules/physics/box2d/CircleShape.cpp
T
vrld 1c7e34715b Add NULL initializers for pointers.
Constructing invalid shapes, e.g. a rectangle with width 0, could result
in a b2Assert to fail. In turn, Shape::~Shape tried to destroy a the shape
with an uninitialized pointer, yielding a segfault. Add NULL-initializers
and checks for NULL to prevent this.
2011-01-25 13:24:39 +01:00

72 lines
1.9 KiB
C++

/**
* 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