Files
love/src/modules/physics/box2d/Contact.h
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2010-01-31 16:54:47 +01:00

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/**
* Copyright (c) 2006-2010 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 <common/Object.h>
#include <common/runtime.h>
#include "World.h"
// Box2D
#include "Include/Box2D.h"
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