/*******************************************************************************
* 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;
/**
* A shape is used for collision detection. You can create a shape however you like. Shapes used for simulation in
* b2World are created automatically when a b2Fixture is created. Shapes may encapsulate a one or more child shapes.
*
* NOTE: YOU NEED TO DISPOSE SHAPES YOU CREATED YOURSELF AFTER YOU NO LONGER USE THEM! E.g. after calling
* body.createFixture();
*
* @author mzechner
*/
public abstract class Shape {
// @off
/*JNI
#include <Box2D/Box2D.h>
*/
/**
* Enum describing the type of a shape
*
* @author mzechner
*/
public enum Type {
Circle, Polygon, Edge, Chain,
};
/** the address of the shape **/
protected long addr;
/**
* Get the type of this shape. You can use this to down cast to the concrete shape.
*
* @return the shape type.
*/
public abstract Type getType();
/** Returns the radius of this shape */
public float getRadius() {
return jniGetRadius(addr);
}
private native float jniGetRadius(long addr); /*
b2Shape* shape = (b2Shape*)addr;
return shape->m_radius;
*/
/** Sets the radius of this shape */
public void setRadius(float radius) {
jniSetRadius(addr, radius);
}
private native void jniSetRadius(long addr, float radius); /*
b2Shape* shape = (b2Shape*)addr;
shape->m_radius = radius;
*/
/** Needs to be called when the shape is no longer used, e.g. after a fixture was created based on the shape. */
public void dispose() {
jniDispose(addr);
}
private native void jniDispose(long addr); /*
b2Shape* shape = (b2Shape*)addr;
delete shape;
*/
protected static native int jniGetType(long addr); /*
b2Shape* shape = (b2Shape*)addr;
switch(shape->m_type) {
case b2Shape::e_circle: return 0;
case b2Shape::e_edge: return 1;
case b2Shape::e_polygon: return 2;
case b2Shape::e_chain: return 3;
default: return -1;
}
*/
/** Get the number of child primitives. */
public int getChildCount() {
return jniGetChildCount(addr);
}
private native int jniGetChildCount(long addr); /*
b2Shape* shape = (b2Shape*)addr;
return shape->GetChildCount();
*/
// /// Test a point for containment in this shape. This only works for convex shapes.
// /// @param xf the shape world transform.
// /// @param p a point in world coordinates.
// virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
//
// /// Cast a ray against this shape.
// /// @param output the ray-cast results.
// /// @param input the ray-cast input parameters.
// /// @param transform the transform to be applied to the shape.
// virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const = 0;
//
// /// Given a transform, compute the associated axis aligned bounding box for this shape.
// /// @param aabb returns the axis aligned box.
// /// @param xf the world transform of the shape.
// virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf) const = 0;
//
// /// Compute the mass properties of this shape using its dimensions and density.
// /// The inertia tensor is computed about the local origin.
// /// @param massData returns the mass data for this shape.
// /// @param density the density in kilograms per meter squared.
// virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
}