/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on
* an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the
* specific language governing permissions and limitations under the License.
******************************************************************************/
package com.badlogic.gdx.physics.box2d;
import com.badlogic.gdx.math.Vector2;
/**
* A line segment (edge) shape. These can be connected in chains or loops to other edge shapes. The connectivity
* information is used to ensure correct contact normals.
*/
public class EdgeShape extends Shape {
// @off
/*JNI
#include <Box2D/Box2D.h>
*/
public EdgeShape() {
addr = newEdgeShape();
}
private native long newEdgeShape(); /*
return (jlong)(new b2EdgeShape());
*/
EdgeShape(long addr) {
this.addr = addr;
}
/** Set this as an isolated edge. */
public void set(Vector2 v1, Vector2 v2) {
set(v1.x, v1.y, v2.x, v2.y);
}
/** Set this as an isolated edge. */
public void set(float v1X, float v1Y, float v2X, float v2Y) {
jniSet(addr, v1X, v1Y, v2X, v2Y);
}
private native void jniSet(long addr, float v1x, float v1y, float v2x, float v2y); /*
b2EdgeShape* edge = (b2EdgeShape*)addr;
edge->Set(b2Vec2(v1x, v1y), b2Vec2(v2x, v2y));
*/
static final float[] vertex = new float[2];
public void getVertex1(Vector2 vec) {
jniGetVertex1(addr, vertex);
vec.x = vertex[0];
vec.y = vertex[1];
}
private native void jniGetVertex1(long addr, float[] vertex); /*
b2EdgeShape* edge = (b2EdgeShape*)addr;
vertex[0] = edge->m_vertex1.x;
vertex[1] = edge->m_vertex1.y;
*/
public void getVertex2(Vector2 vec) {
jniGetVertex2(addr, vertex);
vec.x = vertex[0];
vec.y = vertex[1];
}
private native void jniGetVertex2(long addr, float[] vertex); /*
b2EdgeShape* edge = (b2EdgeShape*)addr;
vertex[0] = edge->m_vertex2.x;
vertex[1] = edge->m_vertex2.y;
*/
// /// @see b2Shape::TestPoint
// bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
//
// /// Implement b2Shape.
// bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
// const b2Transform& transform, int32 childIndex) const;
//
// /// @see b2Shape::ComputeAABB
// void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
//
// /// @see b2Shape::ComputeMass
// void ComputeMass(b2MassData* massData, float32 density) const;
//
// /// These are the edge vertices
// b2Vec2 m_vertex1, m_vertex2;
//
// /// Optional adjacent vertices. These are used for smooth collision.
// b2Vec2 m_vertex0, m_vertex3;
// bool m_hasVertex0, m_hasVertex3;
@Override
public Type getType() {
return Type.Edge;
}
}